* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
121 lines
4.8 KiB
C#
121 lines
4.8 KiB
C#
using System;
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using Content.Shared.GameObjects.Components.Power;
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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.Shared.GameObjects;
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using YamlDotNet.RepresentationModel;
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namespace Content.Client.GameObjects.Components.Power
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{
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[UsedImplicitly]
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public class ProtolatheVisualizer : AppearanceVisualizer
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{
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private const string AnimationKey = "protolathe_animation";
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private Animation _buildingAnimation;
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private Animation _insertingMetalAnimation;
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private Animation _insertingGlassAnimation;
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private Animation _insertingGoldAnimation;
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private Animation _insertingPlasmaAnimation;
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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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_buildingAnimation = PopulateAnimation("protolathe_building", 0.9f);
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_insertingMetalAnimation = PopulateAnimation("protolathe_metal", 0.9f);
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_insertingGlassAnimation = PopulateAnimation("protolathe_glass", 0.9f);
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_insertingGoldAnimation = PopulateAnimation("protolathe_gold", 0.9f);
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_insertingPlasmaAnimation = PopulateAnimation("protolathe_plasma", 0.9f);
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}
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private Animation PopulateAnimation(string sprite, float length)
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{
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var animation = new Animation {Length = TimeSpan.FromSeconds(length)};
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var flick = new AnimationTrackSpriteFlick();
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animation.AnimationTracks.Add(flick);
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flick.LayerKey = ProtolatheVisualLayers.AnimationLayer;
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flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame(sprite, 0f));
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return animation;
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}
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public override void InitializeEntity(IEntity entity)
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{
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if (!entity.HasComponent<AnimationPlayerComponent>())
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{
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entity.AddComponent<AnimationPlayerComponent>();
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}
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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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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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var animPlayer = component.Owner.GetComponent<AnimationPlayerComponent>();
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if (!component.TryGetData(PowerDeviceVisuals.VisualState, out LatheVisualState state))
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{
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state = LatheVisualState.Idle;
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}
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sprite.LayerSetVisible(ProtolatheVisualLayers.AnimationLayer, true);
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switch (state)
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{
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case LatheVisualState.Idle:
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if (animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Stop(AnimationKey);
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}
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sprite.LayerSetState(ProtolatheVisualLayers.Base, "protolathe");
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sprite.LayerSetState(ProtolatheVisualLayers.BaseUnlit, "protolathe_unlit");
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sprite.LayerSetVisible(ProtolatheVisualLayers.AnimationLayer, false);
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break;
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case LatheVisualState.Producing:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_buildingAnimation, AnimationKey);
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}
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break;
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case LatheVisualState.InsertingMetal:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_insertingMetalAnimation, AnimationKey);
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}
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break;
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case LatheVisualState.InsertingGlass:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_insertingGlassAnimation, AnimationKey);
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}
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break;
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case LatheVisualState.InsertingGold:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_insertingGoldAnimation, AnimationKey);
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}
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break;
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case LatheVisualState.InsertingPlasma:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_insertingPlasmaAnimation, AnimationKey);
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}
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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var glowingPartsVisible = !(component.TryGetData(PowerDeviceVisuals.Powered, out bool powered) && !powered);
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sprite.LayerSetVisible(ProtolatheVisualLayers.BaseUnlit, glowingPartsVisible);
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}
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public enum ProtolatheVisualLayers : byte
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{
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Base,
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BaseUnlit,
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AnimationLayer
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}
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}
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}
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