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- 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);
- }
- }
- }
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