110 lines
4.8 KiB
C#
110 lines
4.8 KiB
C#
using System;
|
|
using Content.Shared.Singularity.Components;
|
|
using Robust.Client.Animations;
|
|
using Robust.Client.GameObjects;
|
|
|
|
namespace Content.Client.Singularity.Visualizers;
|
|
|
|
public sealed class RadiationCollectorSystem : VisualizerSystem<RadiationCollectorComponent>
|
|
{
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
SubscribeLocalEvent<RadiationCollectorComponent, ComponentInit>(OnComponentInit);
|
|
SubscribeLocalEvent<RadiationCollectorComponent, AnimationCompletedEvent>(OnAnimationCompleted);
|
|
}
|
|
|
|
private void OnComponentInit(EntityUid uid, RadiationCollectorComponent comp, ComponentInit args)
|
|
{
|
|
comp.ActivateAnimation = new Animation {
|
|
Length = TimeSpan.FromSeconds(0.8f),
|
|
AnimationTracks = {
|
|
new AnimationTrackSpriteFlick() {
|
|
LayerKey = RadiationCollectorVisualLayers.Main,
|
|
KeyFrames = {new AnimationTrackSpriteFlick.KeyFrame(comp.ActivatingState, 0f)}
|
|
}, // TODO: Make this play a sound when activating a radiation collector.
|
|
}
|
|
};
|
|
|
|
comp.DeactiveAnimation = new Animation {
|
|
Length = TimeSpan.FromSeconds(0.8f),
|
|
AnimationTracks = {
|
|
new AnimationTrackSpriteFlick() {
|
|
LayerKey = RadiationCollectorVisualLayers.Main,
|
|
KeyFrames = {new AnimationTrackSpriteFlick.KeyFrame(comp.DeactivatingState, 0f)}
|
|
}, // TODO: Make this play a sound when deactivating a radiation collector.
|
|
}
|
|
};
|
|
}
|
|
|
|
private void UpdateVisuals(EntityUid uid, RadiationCollectorVisualState state, RadiationCollectorComponent comp, SpriteComponent sprite, AnimationPlayerComponent? animPlayer = null)
|
|
{
|
|
if (state == comp.CurrentState)
|
|
return;
|
|
if (!Resolve(uid, ref animPlayer))
|
|
return;
|
|
if (AnimationSystem.HasRunningAnimation(uid, animPlayer, RadiationCollectorComponent.AnimationKey))
|
|
return;
|
|
|
|
var targetState = (RadiationCollectorVisualState) (state & RadiationCollectorVisualState.Active);
|
|
var destinationState = (RadiationCollectorVisualState) (comp.CurrentState & RadiationCollectorVisualState.Active);
|
|
if (targetState != destinationState) // If where we're going is not where we want to be then we must go there next.
|
|
targetState = (RadiationCollectorVisualState) (targetState | RadiationCollectorVisualState.Deactivating); // Convert to transition state.
|
|
|
|
comp.CurrentState = state;
|
|
|
|
switch (targetState)
|
|
{
|
|
case RadiationCollectorVisualState.Activating:
|
|
AnimationSystem.Play(uid, animPlayer, comp.ActivateAnimation, RadiationCollectorComponent.AnimationKey);
|
|
break;
|
|
case RadiationCollectorVisualState.Deactivating:
|
|
AnimationSystem.Play(uid, animPlayer, comp.DeactiveAnimation, RadiationCollectorComponent.AnimationKey);
|
|
break;
|
|
|
|
case RadiationCollectorVisualState.Active:
|
|
sprite.LayerSetState(RadiationCollectorVisualLayers.Main, comp.ActiveState);
|
|
break;
|
|
case RadiationCollectorVisualState.Deactive:
|
|
sprite.LayerSetState(RadiationCollectorVisualLayers.Main, comp.InactiveState);
|
|
break;
|
|
}
|
|
}
|
|
|
|
private void OnAnimationCompleted(EntityUid uid, RadiationCollectorComponent comp, AnimationCompletedEvent args)
|
|
{
|
|
if (args.Key != RadiationCollectorComponent.AnimationKey)
|
|
return;
|
|
if (!TryComp<SpriteComponent>(uid, out var sprite))
|
|
return;
|
|
if (!TryComp<AnimationPlayerComponent>(uid, out var animPlayer))
|
|
return; // Why doesn't AnimationCompletedEvent propagate the AnimationPlayerComponent? No idea, but it's in engine so I'm not touching it.
|
|
|
|
if (!AppearanceSystem.TryGetData<RadiationCollectorVisualState>(uid, RadiationCollectorVisuals.VisualState, out var state))
|
|
state = comp.CurrentState;
|
|
|
|
// Convert to terminal state.
|
|
var targetState = (RadiationCollectorVisualState) (state & RadiationCollectorVisualState.Active);
|
|
|
|
UpdateVisuals(uid, targetState, comp, sprite, animPlayer);
|
|
}
|
|
|
|
protected override void OnAppearanceChange(EntityUid uid, RadiationCollectorComponent comp, ref AppearanceChangeEvent args)
|
|
{
|
|
if (args.Sprite == null)
|
|
return;
|
|
if (!TryComp<AnimationPlayerComponent>(uid, out var animPlayer))
|
|
return;
|
|
|
|
if (!AppearanceSystem.TryGetData<RadiationCollectorVisualState>(uid, RadiationCollectorVisuals.VisualState, out var state, args.Component))
|
|
state = RadiationCollectorVisualState.Deactive;
|
|
|
|
UpdateVisuals(uid, state, comp, args.Sprite, animPlayer);
|
|
}
|
|
}
|
|
|
|
public enum RadiationCollectorVisualLayers : byte
|
|
{
|
|
Main
|
|
}
|