* Adds smoke reaction effect * smoke tweaks * address reviews * Smoke fix * Refactor smoke and add foam * Fix stuff * Remove thing * Little things * Address some comments * Address more things * More addressing * License stuff * Address refactor request * Small things * Add nullability * Update Content.Server/GameObjects/EntitySystems/SolutionAreaEffectSystem.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
75 lines
2.3 KiB
C#
75 lines
2.3 KiB
C#
#nullable enable
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using System;
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using Content.Shared.GameObjects.Components.Chemistry;
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using JetBrains.Annotations;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Client.GameObjects.Components.Animations;
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using Robust.Client.Interfaces.GameObjects.Components;
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using Robust.Shared.Maths;
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using Robust.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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namespace Content.Client.GameObjects.Components.Chemistry
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{
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[UsedImplicitly]
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public class FoamVisualizer : AppearanceVisualizer
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{
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private const string AnimationKey = "foamdissolve_animation";
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private Animation _foamDissolve = new();
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public override void LoadData(YamlMappingNode node)
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{
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base.LoadData(node);
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var delay = 0.6f;
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var state = "foam-dissolve";
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if (node.TryGetNode("animationTime", out var delayNode))
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{
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delay = delayNode.AsFloat();
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}
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if (node.TryGetNode("animationState", out var stateNode))
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{
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state = stateNode.AsString();
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}
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_foamDissolve = new Animation {Length = TimeSpan.FromSeconds(delay)};
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var flick = new AnimationTrackSpriteFlick();
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_foamDissolve.AnimationTracks.Add(flick);
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flick.LayerKey = FoamVisualLayers.Base;
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flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame(state, 0f));
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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if (component.TryGetData<bool>(FoamVisuals.State, out var state))
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{
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if (state)
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{
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if (component.Owner.TryGetComponent(out AnimationPlayerComponent? animPlayer))
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{
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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animPlayer.Play(_foamDissolve, AnimationKey);
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}
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}
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}
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if (component.TryGetData<Color>(FoamVisuals.Color, out var color))
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{
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if (component.Owner.TryGetComponent(out ISpriteComponent? sprite))
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{
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sprite.Color = color;
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}
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}
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}
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}
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public enum FoamVisualLayers : byte
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{
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Base
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}
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}
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