Files
tbd-station-14/Content.Client/Light/EntitySystems/LightBehaviorSystem.cs

201 lines
7.2 KiB
C#

using System.Linq;
using Content.Client.Light.Components;
using Robust.Client.GameObjects;
using Robust.Client.Animations;
using Robust.Shared.Random;
using Robust.Shared.Animations;
namespace Content.Client.Light.EntitySystems;
public sealed class LightBehaviorSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly AnimationPlayerSystem _player = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<LightBehaviourComponent, ComponentStartup>(OnLightStartup);
SubscribeLocalEvent<LightBehaviourComponent, AnimationCompletedEvent>(OnBehaviorAnimationCompleted);
}
private void OnBehaviorAnimationCompleted(EntityUid uid, LightBehaviourComponent component, AnimationCompletedEvent args)
{
if (!args.Finished)
return;
var container = component.Animations.FirstOrDefault(x => x.FullKey == args.Key);
if (container == null)
{
return;
}
if (container.LightBehaviour.IsLooped)
{
container.LightBehaviour.UpdatePlaybackValues(container.Animation);
_player.Play(uid, container.Animation, container.FullKey);
}
}
private void OnLightStartup(Entity<LightBehaviourComponent> entity, ref ComponentStartup args)
{
// TODO: Do NOT ensure component here. And use eventbus events instead...
EnsureComp<AnimationPlayerComponent>(entity);
foreach (var container in entity.Comp.Animations)
{
container.LightBehaviour.Initialize(entity, _random, EntityManager);
}
// we need to initialize all behaviours before starting any
foreach (var container in entity.Comp.Animations)
{
if (container.LightBehaviour.Enabled)
{
StartLightBehaviour(entity, container.LightBehaviour.ID);
}
}
}
/// <summary>
/// If we disable all the light behaviours we want to be able to revert the light to its original state.
/// </summary>
private void CopyLightSettings(Entity<LightBehaviourComponent> entity, string property)
{
if (EntityManager.TryGetComponent(entity, out PointLightComponent? light))
{
var propertyValue = AnimationHelper.GetAnimatableProperty(light, property);
if (propertyValue != null)
{
entity.Comp.OriginalPropertyValues.Add(property, propertyValue);
}
}
else
{
Log.Warning($"{EntityManager.GetComponent<MetaDataComponent>(entity).EntityName} has a {nameof(LightBehaviourComponent)} but it has no {nameof(PointLightComponent)}! Check the prototype!");
}
}
/// <summary>
/// Start animating a light behaviour with the specified ID. If the specified ID is empty, it will start animating all light behaviour entries.
/// If specified light behaviours are already animating, calling this does nothing.
/// Multiple light behaviours can have the same ID.
/// </summary>
public void StartLightBehaviour(Entity<LightBehaviourComponent> entity, string id = "")
{
if (!EntityManager.TryGetComponent(entity, out AnimationPlayerComponent? animation))
{
return;
}
foreach (var container in entity.Comp.Animations)
{
if (container.LightBehaviour.ID == id || id == string.Empty)
{
if (!_player.HasRunningAnimation(entity, animation, LightBehaviourComponent.KeyPrefix + container.Key))
{
CopyLightSettings(entity, container.LightBehaviour.Property);
container.LightBehaviour.UpdatePlaybackValues(container.Animation);
_player.Play(entity, container.Animation, LightBehaviourComponent.KeyPrefix + container.Key);
}
}
}
}
/// <summary>
/// If any light behaviour with the specified ID is animating, then stop it.
/// If no ID is specified then all light behaviours will be stopped.
/// Multiple light behaviours can have the same ID.
/// </summary>
/// <param name="id"></param>
/// <param name="removeBehaviour">Should the behaviour(s) also be removed permanently?</param>
/// <param name="resetToOriginalSettings">Should the light have its original settings applied?</param>
public void StopLightBehaviour(Entity<LightBehaviourComponent> entity, string id = "", bool removeBehaviour = false, bool resetToOriginalSettings = false)
{
if (!EntityManager.TryGetComponent(entity, out AnimationPlayerComponent? animation))
{
return;
}
var comp = entity.Comp;
var toRemove = new List<LightBehaviourComponent.AnimationContainer>();
foreach (var container in comp.Animations)
{
if (container.LightBehaviour.ID == id || id == string.Empty)
{
if (_player.HasRunningAnimation(entity, animation, LightBehaviourComponent.KeyPrefix + container.Key))
{
_player.Stop(entity, animation, LightBehaviourComponent.KeyPrefix + container.Key);
}
if (removeBehaviour)
{
toRemove.Add(container);
}
}
}
foreach (var container in toRemove)
{
comp.Animations.Remove(container);
}
if (resetToOriginalSettings && EntityManager.TryGetComponent(entity, out PointLightComponent? light))
{
foreach (var (property, value) in comp.OriginalPropertyValues)
{
AnimationHelper.SetAnimatableProperty(light, property, value);
}
}
comp.OriginalPropertyValues.Clear();
}
/// <summary>
/// Checks if at least one behaviour is running.
/// </summary>
/// <returns>Whether at least one behaviour is running, false if none is.</returns>
public bool HasRunningBehaviours(Entity<LightBehaviourComponent> entity)
{
//var uid = Owner;
if (!EntityManager.TryGetComponent(entity, out AnimationPlayerComponent? animation))
{
return false;
}
return entity.Comp.Animations.Any(container => _player.HasRunningAnimation(entity, animation, LightBehaviourComponent.KeyPrefix + container.Key));
}
/// <summary>
/// Add a new light behaviour to the component and start it immediately unless otherwise specified.
/// </summary>
public void AddNewLightBehaviour(Entity<LightBehaviourComponent> entity, LightBehaviourAnimationTrack behaviour, bool playImmediately = true)
{
var key = 0;
var comp = entity.Comp;
while (comp.Animations.Any(x => x.Key == key))
{
key++;
}
var animation = new Animation()
{
AnimationTracks = { behaviour }
};
behaviour.Initialize(entity.Owner, _random, EntityManager);
var container = new LightBehaviourComponent.AnimationContainer(key, animation, behaviour);
comp.Animations.Add(container);
if (playImmediately)
{
StartLightBehaviour(entity, behaviour.ID);
}
}
}