Files
tbd-station-14/Content.Client/Doors/DoorSystem.cs
Hannah Giovanna Dawson 60f531b637 #34771 Fix door system assuming all door layer states are in single RSIs (#34775)
* #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>

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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-01-31 13:46:35 +01:00

152 lines
5.3 KiB
C#

using Content.Shared.Doors.Components;
using Content.Shared.Doors.Systems;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Client.ResourceManagement;
using Robust.Shared.Serialization.TypeSerializers.Implementations;
namespace Content.Client.Doors;
public sealed class DoorSystem : SharedDoorSystem
{
[Dependency] private readonly AnimationPlayerSystem _animationSystem = default!;
[Dependency] private readonly IResourceCache _resourceCache = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DoorComponent, AppearanceChangeEvent>(OnAppearanceChange);
}
protected override void OnComponentInit(Entity<DoorComponent> ent, ref ComponentInit args)
{
var comp = ent.Comp;
comp.OpenSpriteStates = new List<(DoorVisualLayers, string)>(2);
comp.ClosedSpriteStates = new List<(DoorVisualLayers, string)>(2);
comp.OpenSpriteStates.Add((DoorVisualLayers.Base, comp.OpenSpriteState));
comp.ClosedSpriteStates.Add((DoorVisualLayers.Base, comp.ClosedSpriteState));
comp.OpeningAnimation = new Animation
{
Length = TimeSpan.FromSeconds(comp.OpeningAnimationTime),
AnimationTracks =
{
new AnimationTrackSpriteFlick
{
LayerKey = DoorVisualLayers.Base,
KeyFrames =
{
new AnimationTrackSpriteFlick.KeyFrame(comp.OpeningSpriteState, 0f),
},
},
},
};
comp.ClosingAnimation = new Animation
{
Length = TimeSpan.FromSeconds(comp.ClosingAnimationTime),
AnimationTracks =
{
new AnimationTrackSpriteFlick
{
LayerKey = DoorVisualLayers.Base,
KeyFrames =
{
new AnimationTrackSpriteFlick.KeyFrame(comp.ClosingSpriteState, 0f),
},
},
},
};
comp.EmaggingAnimation = new Animation
{
Length = TimeSpan.FromSeconds(comp.EmaggingAnimationTime),
AnimationTracks =
{
new AnimationTrackSpriteFlick
{
LayerKey = DoorVisualLayers.BaseUnlit,
KeyFrames =
{
new AnimationTrackSpriteFlick.KeyFrame(comp.EmaggingSpriteState, 0f),
},
},
},
};
}
private void OnAppearanceChange(Entity<DoorComponent> entity, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
if (!AppearanceSystem.TryGetData<DoorState>(entity, DoorVisuals.State, out var state, args.Component))
state = DoorState.Closed;
if (AppearanceSystem.TryGetData<string>(entity, DoorVisuals.BaseRSI, out var baseRsi, args.Component))
UpdateSpriteLayers(args.Sprite, baseRsi);
if (_animationSystem.HasRunningAnimation(entity, DoorComponent.AnimationKey))
_animationSystem.Stop(entity.Owner, DoorComponent.AnimationKey);
UpdateAppearanceForDoorState(entity, args.Sprite, state);
}
private void UpdateAppearanceForDoorState(Entity<DoorComponent> entity, SpriteComponent sprite, DoorState state)
{
sprite.DrawDepth = state is DoorState.Open ? entity.Comp.OpenDrawDepth : entity.Comp.ClosedDrawDepth;
switch (state)
{
case DoorState.Open:
foreach (var (layer, layerState) in entity.Comp.OpenSpriteStates)
{
sprite.LayerSetState(layer, layerState);
}
return;
case DoorState.Closed:
foreach (var (layer, layerState) in entity.Comp.ClosedSpriteStates)
{
sprite.LayerSetState(layer, layerState);
}
return;
case DoorState.Opening:
if (entity.Comp.OpeningAnimationTime == 0.0)
return;
_animationSystem.Play(entity, (Animation)entity.Comp.OpeningAnimation, DoorComponent.AnimationKey);
return;
case DoorState.Closing:
if (entity.Comp.ClosingAnimationTime == 0.0 || entity.Comp.CurrentlyCrushing.Count != 0)
return;
_animationSystem.Play(entity, (Animation)entity.Comp.ClosingAnimation, DoorComponent.AnimationKey);
return;
case DoorState.Denying:
_animationSystem.Play(entity, (Animation)entity.Comp.DenyingAnimation, DoorComponent.AnimationKey);
return;
case DoorState.Emagging:
_animationSystem.Play(entity, (Animation)entity.Comp.EmaggingAnimation, DoorComponent.AnimationKey);
return;
}
}
private void UpdateSpriteLayers(SpriteComponent sprite, string baseRsi)
{
if (!_resourceCache.TryGetResource<RSIResource>(SpriteSpecifierSerializer.TextureRoot / baseRsi, out var res))
{
Log.Error("Unable to load RSI '{0}'. Trace:\n{1}", baseRsi, Environment.StackTrace);
return;
}
sprite.BaseRSI = res.RSI;
}
}