Files
tbd-station-14/Content.Client/Singularity/Visualizers/RadiationCollectorSystem.cs
2023-05-18 14:03:30 -04:00

110 lines
4.8 KiB
C#

using System;
using Content.Shared.Singularity.Components;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
namespace Content.Client.Singularity.Visualizers;
public sealed class RadiationCollectorSystem : VisualizerSystem<RadiationCollectorComponent>
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RadiationCollectorComponent, ComponentInit>(OnComponentInit);
SubscribeLocalEvent<RadiationCollectorComponent, AnimationCompletedEvent>(OnAnimationCompleted);
}
private void OnComponentInit(EntityUid uid, RadiationCollectorComponent comp, ComponentInit args)
{
comp.ActivateAnimation = new Animation {
Length = TimeSpan.FromSeconds(0.8f),
AnimationTracks = {
new AnimationTrackSpriteFlick() {
LayerKey = RadiationCollectorVisualLayers.Main,
KeyFrames = {new AnimationTrackSpriteFlick.KeyFrame(comp.ActivatingState, 0f)}
}, // TODO: Make this play a sound when activating a radiation collector.
}
};
comp.DeactiveAnimation = new Animation {
Length = TimeSpan.FromSeconds(0.8f),
AnimationTracks = {
new AnimationTrackSpriteFlick() {
LayerKey = RadiationCollectorVisualLayers.Main,
KeyFrames = {new AnimationTrackSpriteFlick.KeyFrame(comp.DeactivatingState, 0f)}
}, // TODO: Make this play a sound when deactivating a radiation collector.
}
};
}
private void UpdateVisuals(EntityUid uid, RadiationCollectorVisualState state, RadiationCollectorComponent comp, SpriteComponent sprite, AnimationPlayerComponent? animPlayer = null)
{
if (state == comp.CurrentState)
return;
if (!Resolve(uid, ref animPlayer))
return;
if (AnimationSystem.HasRunningAnimation(uid, animPlayer, RadiationCollectorComponent.AnimationKey))
return;
var targetState = (RadiationCollectorVisualState) (state & RadiationCollectorVisualState.Active);
var destinationState = (RadiationCollectorVisualState) (comp.CurrentState & RadiationCollectorVisualState.Active);
if (targetState != destinationState) // If where we're going is not where we want to be then we must go there next.
targetState = (RadiationCollectorVisualState) (targetState | RadiationCollectorVisualState.Deactivating); // Convert to transition state.
comp.CurrentState = state;
switch (targetState)
{
case RadiationCollectorVisualState.Activating:
AnimationSystem.Play(uid, animPlayer, comp.ActivateAnimation, RadiationCollectorComponent.AnimationKey);
break;
case RadiationCollectorVisualState.Deactivating:
AnimationSystem.Play(uid, animPlayer, comp.DeactiveAnimation, RadiationCollectorComponent.AnimationKey);
break;
case RadiationCollectorVisualState.Active:
sprite.LayerSetState(RadiationCollectorVisualLayers.Main, comp.ActiveState);
break;
case RadiationCollectorVisualState.Deactive:
sprite.LayerSetState(RadiationCollectorVisualLayers.Main, comp.InactiveState);
break;
}
}
private void OnAnimationCompleted(EntityUid uid, RadiationCollectorComponent comp, AnimationCompletedEvent args)
{
if (args.Key != RadiationCollectorComponent.AnimationKey)
return;
if (!TryComp<SpriteComponent>(uid, out var sprite))
return;
if (!TryComp<AnimationPlayerComponent>(uid, out var animPlayer))
return; // Why doesn't AnimationCompletedEvent propagate the AnimationPlayerComponent? No idea, but it's in engine so I'm not touching it.
if (!AppearanceSystem.TryGetData<RadiationCollectorVisualState>(uid, RadiationCollectorVisuals.VisualState, out var state))
state = comp.CurrentState;
// Convert to terminal state.
var targetState = (RadiationCollectorVisualState) (state & RadiationCollectorVisualState.Active);
UpdateVisuals(uid, targetState, comp, sprite, animPlayer);
}
protected override void OnAppearanceChange(EntityUid uid, RadiationCollectorComponent comp, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
if (!TryComp<AnimationPlayerComponent>(uid, out var animPlayer))
return;
if (!AppearanceSystem.TryGetData<RadiationCollectorVisualState>(uid, RadiationCollectorVisuals.VisualState, out var state, args.Component))
state = RadiationCollectorVisualState.Deactive;
UpdateVisuals(uid, state, comp, args.Sprite, animPlayer);
}
}
public enum RadiationCollectorVisualLayers : byte
{
Main
}