Files
tbd-station-14/Content.Client/GameObjects/Components/WindowComponent.cs
Peter Wedder bd4f2b41df Prettier window breaking (#2368)
* 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
2020-10-29 20:42:11 +01:00

124 lines
5.0 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Content.Client.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components;
using Robust.Client.GameObjects;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components.Transform;
using Robust.Shared.Serialization;
using static Content.Client.GameObjects.Components.IconSmoothing.IconSmoothComponent;
namespace Content.Client.GameObjects.Components
{
[RegisterComponent]
[ComponentReference(typeof(SharedWindowComponent))]
public sealed class WindowComponent : SharedWindowComponent
{
private string _stateBase;
private ISpriteComponent _sprite;
private SnapGridComponent _snapGrid;
public override void Initialize()
{
base.Initialize();
_sprite = Owner.GetComponent<ISpriteComponent>();
_snapGrid = Owner.GetComponent<SnapGridComponent>();
}
/// <inheritdoc />
protected override void Startup()
{
base.Startup();
_snapGrid.OnPositionChanged += SnapGridOnPositionChanged;
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new WindowSmoothDirtyEvent(Owner));
var state0 = $"{_stateBase}0";
const string cracksRSIPath = "/Textures/Constructible/Structures/Windows/cracks.rsi";
_sprite.LayerMapSet(CornerLayers.SE, _sprite.AddLayerState(state0));
_sprite.LayerSetDirOffset(CornerLayers.SE, SpriteComponent.DirectionOffset.None);
_sprite.LayerMapSet(WindowDamageLayers.DamageSE, _sprite.AddLayerState("0_1", cracksRSIPath));
_sprite.LayerSetShader(WindowDamageLayers.DamageSE, "unshaded");
_sprite.LayerSetVisible(WindowDamageLayers.DamageSE, false);
_sprite.LayerMapSet(CornerLayers.NE, _sprite.AddLayerState(state0));
_sprite.LayerSetDirOffset(CornerLayers.NE, SpriteComponent.DirectionOffset.CounterClockwise);
_sprite.LayerMapSet(WindowDamageLayers.DamageNE, _sprite.AddLayerState("0_1", cracksRSIPath));
_sprite.LayerSetDirOffset(WindowDamageLayers.DamageNE, SpriteComponent.DirectionOffset.CounterClockwise);
_sprite.LayerSetShader(WindowDamageLayers.DamageNE, "unshaded");
_sprite.LayerSetVisible(WindowDamageLayers.DamageNE, false);
_sprite.LayerMapSet(CornerLayers.NW, _sprite.AddLayerState(state0));
_sprite.LayerSetDirOffset(CornerLayers.NW, SpriteComponent.DirectionOffset.Flip);
_sprite.LayerMapSet(WindowDamageLayers.DamageNW, _sprite.AddLayerState("0_1", cracksRSIPath));
_sprite.LayerSetDirOffset(WindowDamageLayers.DamageNW, SpriteComponent.DirectionOffset.Flip);
_sprite.LayerSetShader(WindowDamageLayers.DamageNW, "unshaded");
_sprite.LayerSetVisible(WindowDamageLayers.DamageNW, false);
_sprite.LayerMapSet(CornerLayers.SW, _sprite.AddLayerState(state0));
_sprite.LayerSetDirOffset(CornerLayers.SW, SpriteComponent.DirectionOffset.Clockwise);
_sprite.LayerMapSet(WindowDamageLayers.DamageSW, _sprite.AddLayerState("0_1", cracksRSIPath));
_sprite.LayerSetDirOffset(WindowDamageLayers.DamageSW, SpriteComponent.DirectionOffset.Clockwise);
_sprite.LayerSetShader(WindowDamageLayers.DamageSW, "unshaded");
_sprite.LayerSetVisible(WindowDamageLayers.DamageSW, false);
}
/// <inheritdoc />
protected override void Shutdown()
{
_snapGrid.OnPositionChanged -= SnapGridOnPositionChanged;
base.Shutdown();
}
private void SnapGridOnPositionChanged()
{
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new WindowSmoothDirtyEvent(Owner));
}
public void UpdateSprite()
{
var lowWall = FindLowWall();
if (lowWall == null)
{
return;
}
_sprite.LayerSetState(CornerLayers.NE, $"{_stateBase}{(int) lowWall.LastCornerNE}");
_sprite.LayerSetState(CornerLayers.SE, $"{_stateBase}{(int) lowWall.LastCornerSE}");
_sprite.LayerSetState(CornerLayers.SW, $"{_stateBase}{(int) lowWall.LastCornerSW}");
_sprite.LayerSetState(CornerLayers.NW, $"{_stateBase}{(int) lowWall.LastCornerNW}");
}
private LowWallComponent FindLowWall()
{
foreach (var entity in _snapGrid.GetLocal())
{
if (entity.TryGetComponent(out LowWallComponent lowWall))
{
return lowWall;
}
}
return null;
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _stateBase, "base", null);
}
}
[SuppressMessage("ReSharper", "InconsistentNaming")]
public enum WindowDamageLayers
{
DamageSE,
DamageNE,
DamageNW,
DamageSW
}
}