Files
tbd-station-14/Content.Client/Fluids/PuddleVisualizerSystem.cs
2023-01-19 13:56:45 +11:00

111 lines
4.4 KiB
C#

using System.Linq;
using Content.Shared.Fluids;
using Content.Shared.FixedPoint;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Random;
namespace Content.Client.Fluids
{
[UsedImplicitly]
public sealed class PuddleVisualizerSystem : VisualizerSystem<PuddleVisualizerComponent>
{
[Dependency] private readonly IRobustRandom _random = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PuddleVisualizerComponent, ComponentInit>(OnComponentInit);
}
private void OnComponentInit(EntityUid uid, PuddleVisualizerComponent puddleVisuals, ComponentInit args)
{
if (!TryComp(uid, out AppearanceComponent? appearance))
{
return;
}
if (!TryComp(uid, out SpriteComponent? sprite))
{
return;
}
puddleVisuals.OriginalRsi = sprite.BaseRSI; //Back up the original RSI upon initialization
RandomizeState(sprite, puddleVisuals.OriginalRsi);
RandomizeRotation(sprite);
}
protected override void OnAppearanceChange(EntityUid uid, PuddleVisualizerComponent component, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
{
Logger.Warning($"Missing SpriteComponent for PuddleVisualizerSystem on entityUid = {uid}");
return;
}
if (!args.Component.TryGetData(PuddleVisuals.VolumeScale, out float volumeScale)
|| !args.Component.TryGetData(PuddleVisuals.CurrentVolume, out FixedPoint2 currentVolume)
|| !args.Component.TryGetData(PuddleVisuals.SolutionColor, out Color solutionColor)
|| !args.Component.TryGetData(PuddleVisuals.IsEvaporatingVisual, out bool isEvaporating))
{
return;
}
// volumeScale is our opacity based on level of fullness to overflow. The lower bound is hard-capped for visibility reasons.
var cappedScale = Math.Min(1.0f, volumeScale * 0.75f + 0.25f);
var newColor = component.Recolor ? solutionColor.WithAlpha(cappedScale) : args.Sprite.Color.WithAlpha(cappedScale);
args.Sprite.LayerSetColor(0, newColor);
// Don't consider wet floor effects if we're using a custom sprite.
if (component.CustomPuddleSprite)
return;
if (isEvaporating && currentVolume <= component.WetFloorEffectThreshold)
{
// If we need the effect but don't already have it - start it
if (args.Sprite.LayerGetState(0) != "sparkles")
StartWetFloorEffect(args.Sprite, component.WetFloorEffectAlpha);
}
else
{
// If we have the effect but don't need it - end it
if (args.Sprite.LayerGetState(0) == "sparkles")
EndWetFloorEffect(args.Sprite, component.OriginalRsi);
}
}
private void StartWetFloorEffect(SpriteComponent sprite, float alpha)
{
sprite.LayerSetState(0, "sparkles", "Fluids/wet_floor_sparkles.rsi");
sprite.Color = sprite.Color.WithAlpha(alpha);
sprite.LayerSetAutoAnimated(0, false);
sprite.LayerSetAutoAnimated(0, true); //fixes a bug where the sparkle effect would sometimes freeze on a single frame.
}
private void EndWetFloorEffect(SpriteComponent sprite, RSI? originalRSI)
{
RandomizeState(sprite, originalRSI);
sprite.LayerSetAutoAnimated(0, false);
}
private void RandomizeState(SpriteComponent sprite, RSI? rsi)
{
var maxStates = rsi?.ToArray();
if (maxStates is not { Length: > 0 }) return;
var selectedState = _random.Next(0, maxStates.Length - 1); //randomly select an index for which RSI state to use.
sprite.LayerSetState(0, maxStates[selectedState].StateId, rsi); // sets the sprite's state via our randomly selected index.
}
private void RandomizeRotation(SpriteComponent sprite)
{
float rotationDegrees = _random.Next(0, 359); // randomly select a rotation for our puddle sprite.
sprite.Rotation = Angle.FromDegrees(rotationDegrees); // sets the sprite's rotation to the one we randomly selected.
}
}
}