Files
tbd-station-14/Content.Client/Effects/ColorFlashEffectSystem.cs
Slava0135 d4c8065e8a Move and rename damage effect to color flash effect (#18263)
* move damage effect to different package

* rename to ColorFlashEffect

* renaming some other things
2023-08-01 19:02:54 +03:00

108 lines
3.4 KiB
C#

using Content.Shared.Effects;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.Animations;
namespace Content.Client.Effects;
public sealed class ColorFlashEffectSystem : EntitySystem
{
[Dependency] private readonly AnimationPlayerSystem _animation = default!;
/// <summary>
/// It's a little on the long side but given we use multiple colours denoting what happened it makes it easier to register.
/// </summary>
private const float AnimationLength = 0.30f;
private const string AnimationKey = "color-flash-effect";
public override void Initialize()
{
base.Initialize();
SubscribeAllEvent<ColorFlashEffectEvent>(OnColorFlashEffect);
SubscribeLocalEvent<ColorFlashEffectComponent, AnimationCompletedEvent>(OnEffectAnimationCompleted);
}
private void OnEffectAnimationCompleted(EntityUid uid, ColorFlashEffectComponent component, AnimationCompletedEvent args)
{
if (args.Key != AnimationKey)
return;
if (TryComp<SpriteComponent>(uid, out var sprite))
{
sprite.Color = component.Color;
}
RemCompDeferred<ColorFlashEffectComponent>(uid);
}
private Animation? GetDamageAnimation(EntityUid uid, Color color, SpriteComponent? sprite = null)
{
if (!Resolve(uid, ref sprite, false))
return null;
// 90% of them are going to be this so why allocate a new class.
return new Animation
{
Length = TimeSpan.FromSeconds(AnimationLength),
AnimationTracks =
{
new AnimationTrackComponentProperty
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Color),
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(color, 0f),
new AnimationTrackProperty.KeyFrame(sprite.Color, AnimationLength)
}
}
}
};
}
private void OnColorFlashEffect(ColorFlashEffectEvent ev)
{
var color = ev.Color;
foreach (var ent in ev.Entities)
{
if (Deleted(ent))
{
continue;
}
var player = EnsureComp<AnimationPlayerComponent>(ent);
player.NetSyncEnabled = false;
// Need to stop the existing animation first to ensure the sprite color is fixed.
// Otherwise we might lerp to a red colour instead.
if (_animation.HasRunningAnimation(ent, player, AnimationKey))
{
_animation.Stop(ent, player, AnimationKey);
}
if (!TryComp<SpriteComponent>(ent, out var sprite))
{
continue;
}
if (TryComp<ColorFlashEffectComponent>(ent, out var effect))
{
sprite.Color = effect.Color;
}
var animation = GetDamageAnimation(ent, color, sprite);
if (animation == null)
continue;
var comp = EnsureComp<ColorFlashEffectComponent>(ent);
comp.NetSyncEnabled = false;
comp.Color = sprite.Color;
_animation.Play(player, animation, AnimationKey);
}
}
}