* #34771 Fix door system assuming all door layer states are in single RSIs * Delta confirmed monarch of sloggery * Do a dirty, rotten web edit Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
152 lines
5.3 KiB
C#
152 lines
5.3 KiB
C#
using Content.Shared.Doors.Components;
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using Content.Shared.Doors.Systems;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.Serialization.TypeSerializers.Implementations;
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namespace Content.Client.Doors;
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public sealed class DoorSystem : SharedDoorSystem
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{
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[Dependency] private readonly AnimationPlayerSystem _animationSystem = default!;
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[Dependency] private readonly IResourceCache _resourceCache = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DoorComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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protected override void OnComponentInit(Entity<DoorComponent> ent, ref ComponentInit args)
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{
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var comp = ent.Comp;
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comp.OpenSpriteStates = new List<(DoorVisualLayers, string)>(2);
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comp.ClosedSpriteStates = new List<(DoorVisualLayers, string)>(2);
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comp.OpenSpriteStates.Add((DoorVisualLayers.Base, comp.OpenSpriteState));
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comp.ClosedSpriteStates.Add((DoorVisualLayers.Base, comp.ClosedSpriteState));
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comp.OpeningAnimation = new Animation
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{
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Length = TimeSpan.FromSeconds(comp.OpeningAnimationTime),
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AnimationTracks =
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{
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new AnimationTrackSpriteFlick
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{
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LayerKey = DoorVisualLayers.Base,
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KeyFrames =
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{
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new AnimationTrackSpriteFlick.KeyFrame(comp.OpeningSpriteState, 0f),
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},
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},
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},
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};
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comp.ClosingAnimation = new Animation
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{
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Length = TimeSpan.FromSeconds(comp.ClosingAnimationTime),
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AnimationTracks =
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{
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new AnimationTrackSpriteFlick
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{
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LayerKey = DoorVisualLayers.Base,
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KeyFrames =
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{
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new AnimationTrackSpriteFlick.KeyFrame(comp.ClosingSpriteState, 0f),
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},
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},
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},
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};
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comp.EmaggingAnimation = new Animation
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{
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Length = TimeSpan.FromSeconds(comp.EmaggingAnimationTime),
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AnimationTracks =
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{
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new AnimationTrackSpriteFlick
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{
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LayerKey = DoorVisualLayers.BaseUnlit,
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KeyFrames =
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{
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new AnimationTrackSpriteFlick.KeyFrame(comp.EmaggingSpriteState, 0f),
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},
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},
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},
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};
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}
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private void OnAppearanceChange(Entity<DoorComponent> entity, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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if (!AppearanceSystem.TryGetData<DoorState>(entity, DoorVisuals.State, out var state, args.Component))
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state = DoorState.Closed;
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if (AppearanceSystem.TryGetData<string>(entity, DoorVisuals.BaseRSI, out var baseRsi, args.Component))
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UpdateSpriteLayers(args.Sprite, baseRsi);
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if (_animationSystem.HasRunningAnimation(entity, DoorComponent.AnimationKey))
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_animationSystem.Stop(entity.Owner, DoorComponent.AnimationKey);
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UpdateAppearanceForDoorState(entity, args.Sprite, state);
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}
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private void UpdateAppearanceForDoorState(Entity<DoorComponent> entity, SpriteComponent sprite, DoorState state)
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{
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sprite.DrawDepth = state is DoorState.Open ? entity.Comp.OpenDrawDepth : entity.Comp.ClosedDrawDepth;
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switch (state)
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{
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case DoorState.Open:
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foreach (var (layer, layerState) in entity.Comp.OpenSpriteStates)
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{
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sprite.LayerSetState(layer, layerState);
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}
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return;
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case DoorState.Closed:
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foreach (var (layer, layerState) in entity.Comp.ClosedSpriteStates)
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{
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sprite.LayerSetState(layer, layerState);
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}
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return;
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case DoorState.Opening:
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if (entity.Comp.OpeningAnimationTime == 0.0)
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return;
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_animationSystem.Play(entity, (Animation)entity.Comp.OpeningAnimation, DoorComponent.AnimationKey);
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return;
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case DoorState.Closing:
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if (entity.Comp.ClosingAnimationTime == 0.0 || entity.Comp.CurrentlyCrushing.Count != 0)
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return;
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_animationSystem.Play(entity, (Animation)entity.Comp.ClosingAnimation, DoorComponent.AnimationKey);
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return;
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case DoorState.Denying:
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_animationSystem.Play(entity, (Animation)entity.Comp.DenyingAnimation, DoorComponent.AnimationKey);
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return;
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case DoorState.Emagging:
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_animationSystem.Play(entity, (Animation)entity.Comp.EmaggingAnimation, DoorComponent.AnimationKey);
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return;
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}
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}
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private void UpdateSpriteLayers(SpriteComponent sprite, string baseRsi)
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{
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if (!_resourceCache.TryGetResource<RSIResource>(SpriteSpecifierSerializer.TextureRoot / baseRsi, out var res))
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{
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Log.Error("Unable to load RSI '{0}'. Trace:\n{1}", baseRsi, Environment.StackTrace);
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return;
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}
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sprite.BaseRSI = res.RSI;
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}
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}
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