* Put the damage in the windows * add crack overlays * Window cracking * glass related sounds * let's use a valid state * run optipng on these for posterity * Examine damage descriptions * add "Constructible" to dictionary * Downmix stereo effects to mono * breaking and knocking * Add shard etc. sprites * shard inhands * more sprite wrangling * Expand destructiblecomponent drop system + implement it for windows * Shard descriptions * Random sprite component * no nullbabby * Random destroysounds * random offset on destructible drops * fix fucked yaml * sound collections * random pitch for knocking * Localization * hascomponent * better spawnondestroy * missed one
124 lines
5.0 KiB
C#
124 lines
5.0 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Client.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components;
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using Robust.Client.GameObjects;
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using Robust.Client.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components.Transform;
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using Robust.Shared.Serialization;
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using static Content.Client.GameObjects.Components.IconSmoothing.IconSmoothComponent;
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namespace Content.Client.GameObjects.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedWindowComponent))]
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public sealed class WindowComponent : SharedWindowComponent
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{
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private string _stateBase;
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private ISpriteComponent _sprite;
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private SnapGridComponent _snapGrid;
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public override void Initialize()
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{
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base.Initialize();
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_sprite = Owner.GetComponent<ISpriteComponent>();
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_snapGrid = Owner.GetComponent<SnapGridComponent>();
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}
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/// <inheritdoc />
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protected override void Startup()
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{
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base.Startup();
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_snapGrid.OnPositionChanged += SnapGridOnPositionChanged;
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new WindowSmoothDirtyEvent(Owner));
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var state0 = $"{_stateBase}0";
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const string cracksRSIPath = "/Textures/Constructible/Structures/Windows/cracks.rsi";
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_sprite.LayerMapSet(CornerLayers.SE, _sprite.AddLayerState(state0));
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_sprite.LayerSetDirOffset(CornerLayers.SE, SpriteComponent.DirectionOffset.None);
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_sprite.LayerMapSet(WindowDamageLayers.DamageSE, _sprite.AddLayerState("0_1", cracksRSIPath));
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_sprite.LayerSetShader(WindowDamageLayers.DamageSE, "unshaded");
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_sprite.LayerSetVisible(WindowDamageLayers.DamageSE, false);
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_sprite.LayerMapSet(CornerLayers.NE, _sprite.AddLayerState(state0));
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_sprite.LayerSetDirOffset(CornerLayers.NE, SpriteComponent.DirectionOffset.CounterClockwise);
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_sprite.LayerMapSet(WindowDamageLayers.DamageNE, _sprite.AddLayerState("0_1", cracksRSIPath));
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_sprite.LayerSetDirOffset(WindowDamageLayers.DamageNE, SpriteComponent.DirectionOffset.CounterClockwise);
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_sprite.LayerSetShader(WindowDamageLayers.DamageNE, "unshaded");
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_sprite.LayerSetVisible(WindowDamageLayers.DamageNE, false);
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_sprite.LayerMapSet(CornerLayers.NW, _sprite.AddLayerState(state0));
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_sprite.LayerSetDirOffset(CornerLayers.NW, SpriteComponent.DirectionOffset.Flip);
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_sprite.LayerMapSet(WindowDamageLayers.DamageNW, _sprite.AddLayerState("0_1", cracksRSIPath));
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_sprite.LayerSetDirOffset(WindowDamageLayers.DamageNW, SpriteComponent.DirectionOffset.Flip);
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_sprite.LayerSetShader(WindowDamageLayers.DamageNW, "unshaded");
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_sprite.LayerSetVisible(WindowDamageLayers.DamageNW, false);
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_sprite.LayerMapSet(CornerLayers.SW, _sprite.AddLayerState(state0));
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_sprite.LayerSetDirOffset(CornerLayers.SW, SpriteComponent.DirectionOffset.Clockwise);
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_sprite.LayerMapSet(WindowDamageLayers.DamageSW, _sprite.AddLayerState("0_1", cracksRSIPath));
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_sprite.LayerSetDirOffset(WindowDamageLayers.DamageSW, SpriteComponent.DirectionOffset.Clockwise);
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_sprite.LayerSetShader(WindowDamageLayers.DamageSW, "unshaded");
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_sprite.LayerSetVisible(WindowDamageLayers.DamageSW, false);
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}
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/// <inheritdoc />
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protected override void Shutdown()
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{
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_snapGrid.OnPositionChanged -= SnapGridOnPositionChanged;
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base.Shutdown();
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}
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private void SnapGridOnPositionChanged()
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{
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new WindowSmoothDirtyEvent(Owner));
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}
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public void UpdateSprite()
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{
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var lowWall = FindLowWall();
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if (lowWall == null)
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{
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return;
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}
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_sprite.LayerSetState(CornerLayers.NE, $"{_stateBase}{(int) lowWall.LastCornerNE}");
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_sprite.LayerSetState(CornerLayers.SE, $"{_stateBase}{(int) lowWall.LastCornerSE}");
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_sprite.LayerSetState(CornerLayers.SW, $"{_stateBase}{(int) lowWall.LastCornerSW}");
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_sprite.LayerSetState(CornerLayers.NW, $"{_stateBase}{(int) lowWall.LastCornerNW}");
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}
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private LowWallComponent FindLowWall()
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{
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foreach (var entity in _snapGrid.GetLocal())
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{
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if (entity.TryGetComponent(out LowWallComponent lowWall))
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{
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return lowWall;
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}
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}
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return null;
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _stateBase, "base", null);
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}
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}
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[SuppressMessage("ReSharper", "InconsistentNaming")]
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public enum WindowDamageLayers
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{
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DamageSE,
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DamageNE,
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DamageNW,
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DamageSW
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}
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}
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