265 lines
9.5 KiB
C#
265 lines
9.5 KiB
C#
using Content.Client.Atmos.Overlays;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.EntitySystems;
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using JetBrains.Annotations;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Client.Utility;
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using Robust.Shared.Utility;
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namespace Content.Client.Atmos.EntitySystems
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{
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[UsedImplicitly]
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internal sealed class GasTileOverlaySystem : SharedGasTileOverlaySystem
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{
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[Dependency] private readonly IResourceCache _resourceCache = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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// Gas overlays
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public readonly float[] Timer = new float[Atmospherics.TotalNumberOfGases];
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public readonly float[][] FrameDelays = new float[Atmospherics.TotalNumberOfGases][];
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public readonly int[] FrameCounter = new int[Atmospherics.TotalNumberOfGases];
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public readonly Texture[][] Frames = new Texture[Atmospherics.TotalNumberOfGases][];
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// Fire overlays
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public const int FireStates = 3;
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public const string FireRsiPath = "/Textures/Effects/fire.rsi";
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public readonly float[] FireTimer = new float[FireStates];
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public readonly float[][] FireFrameDelays = new float[FireStates][];
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public readonly int[] FireFrameCounter = new int[FireStates];
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public readonly Texture[][] FireFrames = new Texture[FireStates][];
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private readonly Dictionary<EntityUid, Dictionary<Vector2i, GasOverlayChunk>> _tileData =
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new();
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public const int GasOverlayZIndex = 1;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeNetworkEvent<GasOverlayMessage>(HandleGasOverlayMessage);
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SubscribeLocalEvent<GridRemovalEvent>(OnGridRemoved);
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for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
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{
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var overlay = _atmosphereSystem.GetOverlay(i);
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switch (overlay)
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{
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case SpriteSpecifier.Rsi animated:
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var rsi = _resourceCache.GetResource<RSIResource>(animated.RsiPath).RSI;
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var stateId = animated.RsiState;
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if(!rsi.TryGetState(stateId, out var state)) continue;
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Frames[i] = state.GetFrames(RSI.State.Direction.South);
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FrameDelays[i] = state.GetDelays();
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FrameCounter[i] = 0;
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break;
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case SpriteSpecifier.Texture texture:
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Frames[i] = new[] {texture.Frame0()};
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FrameDelays[i] = Array.Empty<float>();
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break;
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case null:
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Frames[i] = Array.Empty<Texture>();
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FrameDelays[i] = Array.Empty<float>();
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break;
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}
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}
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var fire = _resourceCache.GetResource<RSIResource>(FireRsiPath).RSI;
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for (var i = 0; i < FireStates; i++)
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{
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if (!fire.TryGetState((i+1).ToString(), out var state))
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throw new ArgumentOutOfRangeException($"Fire RSI doesn't have state \"{i}\"!");
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FireFrames[i] = state.GetFrames(RSI.State.Direction.South);
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FireFrameDelays[i] = state.GetDelays();
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FireFrameCounter[i] = 0;
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}
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var overlayManager = IoCManager.Resolve<IOverlayManager>();
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overlayManager.AddOverlay(new GasTileOverlay());
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overlayManager.AddOverlay(new FireTileOverlay());
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}
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private void HandleGasOverlayMessage(GasOverlayMessage message)
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{
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foreach (var (indices, data) in message.OverlayData)
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{
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var chunk = GetOrCreateChunk(message.GridId, indices);
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chunk.Update(data, indices);
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}
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}
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// Slightly different to the server-side system version
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private GasOverlayChunk GetOrCreateChunk(EntityUid gridId, Vector2i indices)
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{
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if (!_tileData.TryGetValue(gridId, out var chunks))
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{
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chunks = new Dictionary<Vector2i, GasOverlayChunk>();
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_tileData[gridId] = chunks;
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}
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var chunkIndices = GetGasChunkIndices(indices);
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if (!chunks.TryGetValue(chunkIndices, out var chunk))
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{
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chunk = new GasOverlayChunk(gridId, chunkIndices);
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chunks[chunkIndices] = chunk;
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}
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return chunk;
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}
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public override void Shutdown()
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{
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base.Shutdown();
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var overlayManager = IoCManager.Resolve<IOverlayManager>();
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overlayManager.RemoveOverlay<GasTileOverlay>();
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overlayManager.RemoveOverlay<FireTileOverlay>();
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}
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private void OnGridRemoved(GridRemovalEvent ev)
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{
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_tileData.Remove(ev.EntityUid);
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}
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public bool HasData(EntityUid gridId)
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{
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return _tileData.ContainsKey(gridId);
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}
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public GasOverlayEnumerator GetOverlays(EntityUid gridIndex, Vector2i indices)
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{
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if (!_tileData.TryGetValue(gridIndex, out var chunks))
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return default;
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var chunkIndex = GetGasChunkIndices(indices);
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if (!chunks.TryGetValue(chunkIndex, out var chunk))
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return default;
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var overlays = chunk.GetData(indices);
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return new GasOverlayEnumerator(overlays, this);
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}
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public FireOverlayEnumerator GetFireOverlays(EntityUid gridIndex, Vector2i indices)
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{
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if (!_tileData.TryGetValue(gridIndex, out var chunks))
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return default;
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var chunkIndex = GetGasChunkIndices(indices);
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if (!chunks.TryGetValue(chunkIndex, out var chunk))
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return default;
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var overlays = chunk.GetData(indices);
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return new FireOverlayEnumerator(overlays, this);
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}
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public override void FrameUpdate(float frameTime)
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{
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base.FrameUpdate(frameTime);
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for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
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{
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var delays = FrameDelays[i];
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if (delays.Length == 0) continue;
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var frameCount = FrameCounter[i];
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Timer[i] += frameTime;
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var time = delays[frameCount];
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if (Timer[i] < time)
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continue;
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Timer[i] -= time;
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FrameCounter[i] = (frameCount + 1) % Frames[i].Length;
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}
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for (var i = 0; i < FireStates; i++)
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{
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var delays = FireFrameDelays[i];
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if (delays.Length == 0) continue;
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var frameCount = FireFrameCounter[i];
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FireTimer[i] += frameTime;
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var time = delays[frameCount];
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if (FireTimer[i] < time) continue;
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FireTimer[i] -= time;
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FireFrameCounter[i] = (frameCount + 1) % FireFrames[i].Length;
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}
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}
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public struct GasOverlayEnumerator
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{
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private readonly GasTileOverlaySystem _system;
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private readonly GasData[]? _data;
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// TODO: Take Fire Temperature into account, when we code fire color
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private readonly int _length; // We cache the length so we can avoid a pointer dereference, for speed. Brrr.
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private int _current;
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public GasOverlayEnumerator(in GasOverlayData data, GasTileOverlaySystem system)
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{
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// Gas can't be null, as the caller to this constructor already ensured it wasn't.
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_data = data.Gas;
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_system = system;
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_length = _data?.Length ?? 0;
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_current = 0;
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}
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public bool MoveNext(out (Texture Texture, Color Color) overlay)
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{
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if (_current < _length)
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{
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// Data can't be null here unless length/current are incorrect
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var gas = _data![_current++];
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var frames = _system.Frames[gas.Index];
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overlay = (frames[_system.FrameCounter[gas.Index]], Color.White.WithAlpha(gas.Opacity));
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return true;
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}
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overlay = default;
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return false;
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}
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}
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public struct FireOverlayEnumerator
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{
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private readonly GasTileOverlaySystem _system;
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private byte _fireState;
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// TODO: Take Fire Temperature into account, when we code fire color
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public FireOverlayEnumerator(in GasOverlayData data, GasTileOverlaySystem system)
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{
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_fireState = data.FireState;
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_system = system;
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}
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public bool MoveNext(out (Texture Texture, Color Color) overlay)
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{
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if (_fireState != 0)
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{
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var state = _fireState - 1;
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var frames = _system.FireFrames[state];
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// TODO ATMOS Set color depending on temperature
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overlay = (frames[_system.FireFrameCounter[state]], Color.White);
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// Setting this to zero so we don't get stuck in an infinite loop.
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_fireState = 0;
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return true;
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}
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overlay = default;
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return false;
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}
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}
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}
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}
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