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- 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
- }
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