mirror of
https://github.com/corvax-team/ss14-wl.git
synced 2026-06-09 10:06:46 +02:00
c9375e1e95
* port ES animation fix * close sound too :) * pump up the jam * worlds most minor sloptimization * silly --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
206 lines
7.7 KiB
C#
206 lines
7.7 KiB
C#
using Content.Shared.Doors.Components;
|
|
using Content.Shared.Doors.Systems;
|
|
using Content.Shared.SprayPainter.Prototypes;
|
|
using Robust.Client.Animations;
|
|
using Robust.Client.GameObjects;
|
|
using Robust.Shared.Prototypes;
|
|
|
|
namespace Content.Client.Doors;
|
|
|
|
public sealed class DoorSystem : SharedDoorSystem
|
|
{
|
|
[Dependency] private readonly AnimationPlayerSystem _animationSystem = default!;
|
|
[Dependency] private readonly IComponentFactory _componentFactory = default!;
|
|
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
|
[Dependency] private readonly SpriteSystem _sprite = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
SubscribeLocalEvent<DoorComponent, AppearanceChangeEvent>(OnAppearanceChange);
|
|
SubscribeLocalEvent<DoorComponent, AnimationCompletedEvent>(OnAnimationCompleted);
|
|
}
|
|
|
|
protected override void OnComponentInit(Entity<DoorComponent> ent, ref ComponentInit args)
|
|
{
|
|
var comp = ent.Comp;
|
|
comp.OpenSpriteStates = new List<(Enum, string)>(2);
|
|
comp.ClosedSpriteStates = new List<(Enum, string)>(2);
|
|
|
|
comp.OpenSpriteStates.Add((DoorVisualLayers.Base, comp.OpenSpriteState));
|
|
comp.ClosedSpriteStates.Add((DoorVisualLayers.Base, comp.ClosedSpriteState));
|
|
|
|
comp.OpeningAnimation = new Animation
|
|
{
|
|
Length = comp.OpeningAnimationTime,
|
|
AnimationTracks =
|
|
{
|
|
new AnimationTrackSpriteFlick
|
|
{
|
|
LayerKey = DoorVisualLayers.Base,
|
|
KeyFrames =
|
|
{
|
|
new AnimationTrackSpriteFlick.KeyFrame(comp.OpeningSpriteState, 0f),
|
|
},
|
|
},
|
|
},
|
|
};
|
|
|
|
comp.ClosingAnimation = new Animation
|
|
{
|
|
Length = comp.ClosingAnimationTime,
|
|
AnimationTracks =
|
|
{
|
|
new AnimationTrackSpriteFlick
|
|
{
|
|
LayerKey = DoorVisualLayers.Base,
|
|
KeyFrames =
|
|
{
|
|
new AnimationTrackSpriteFlick.KeyFrame(comp.ClosingSpriteState, 0f),
|
|
},
|
|
},
|
|
},
|
|
};
|
|
|
|
comp.EmaggingAnimation = new Animation
|
|
{
|
|
Length = comp.EmaggingAnimationTime,
|
|
AnimationTracks =
|
|
{
|
|
new AnimationTrackSpriteFlick
|
|
{
|
|
LayerKey = DoorVisualLayers.BaseEmagging,
|
|
KeyFrames =
|
|
{
|
|
new AnimationTrackSpriteFlick.KeyFrame(comp.EmaggingSpriteState, 0f),
|
|
},
|
|
},
|
|
},
|
|
};
|
|
}
|
|
|
|
private void OnAnimationCompleted(Entity<DoorComponent> ent, ref AnimationCompletedEvent args)
|
|
{
|
|
if (args.Key != DoorComponent.OpenCloseKey || !TryComp<SpriteComponent>(ent, out var sprite))
|
|
return;
|
|
|
|
switch (ent.Comp.State)
|
|
{
|
|
case DoorState.Open:
|
|
|
|
foreach (var (layer, layerState) in ent.Comp.OpenSpriteStates)
|
|
{
|
|
_sprite.LayerSetRsiState((ent.Owner, sprite), layer, layerState);
|
|
}
|
|
|
|
break;
|
|
case DoorState.Closed:
|
|
|
|
foreach (var (layer, layerState) in ent.Comp.ClosedSpriteStates)
|
|
{
|
|
_sprite.LayerSetRsiState((ent.Owner, sprite), layer, layerState);
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
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, PaintableVisuals.Prototype, out var prototype, args.Component))
|
|
UpdateSpriteLayers((entity.Owner, args.Sprite), prototype);
|
|
|
|
// We are checking beforehand since some doors may not have an emagging visual layer, and we don't want LayerSetVisible to throw an error.
|
|
if (_sprite.TryGetLayer(entity.Owner, DoorVisualLayers.BaseEmagging, out var _, false))
|
|
_sprite.LayerSetVisible(entity.Owner, DoorVisualLayers.BaseEmagging, state == DoorState.Emagging);
|
|
|
|
UpdateAppearanceForDoorState(entity, args.Sprite, state);
|
|
}
|
|
|
|
private void UpdateAppearanceForDoorState(Entity<DoorComponent> entity, SpriteComponent sprite, DoorState state)
|
|
{
|
|
_sprite.SetDrawDepth((entity.Owner, sprite), state is DoorState.Open ? entity.Comp.OpenDrawDepth : entity.Comp.ClosedDrawDepth);
|
|
|
|
switch (state)
|
|
{
|
|
case DoorState.Open:
|
|
if (_animationSystem.HasRunningAnimation(entity, DoorComponent.OpenCloseKey))
|
|
return;
|
|
|
|
foreach (var (layer, layerState) in entity.Comp.OpenSpriteStates)
|
|
{
|
|
// Allow animations to play while it's open (e.g., pinion);
|
|
// the animation unsets this so we gotta set it again.
|
|
_sprite.LayerSetAutoAnimated((entity.Owner, sprite), layer, true);
|
|
_sprite.LayerSetRsiState((entity.Owner, sprite), layer, layerState);
|
|
}
|
|
|
|
return;
|
|
case DoorState.Closed:
|
|
if (_animationSystem.HasRunningAnimation(entity, DoorComponent.OpenCloseKey))
|
|
return;
|
|
|
|
foreach (var (layer, layerState) in entity.Comp.ClosedSpriteStates)
|
|
{
|
|
_sprite.LayerSetAutoAnimated((entity.Owner, sprite), layer, true);
|
|
_sprite.LayerSetRsiState((entity.Owner, sprite), layer, layerState);
|
|
}
|
|
|
|
return;
|
|
case DoorState.Opening:
|
|
if (entity.Comp.OpeningAnimationTime == TimeSpan.Zero)
|
|
return;
|
|
|
|
if (_animationSystem.HasRunningAnimation(entity, DoorComponent.OpenCloseKey))
|
|
return;
|
|
|
|
_animationSystem.Play(entity, (Animation)entity.Comp.OpeningAnimation, DoorComponent.OpenCloseKey);
|
|
|
|
return;
|
|
case DoorState.Closing:
|
|
if (entity.Comp.ClosingAnimationTime == TimeSpan.Zero)
|
|
return;
|
|
|
|
if (_animationSystem.HasRunningAnimation(entity, DoorComponent.OpenCloseKey))
|
|
return;
|
|
|
|
_animationSystem.Play(entity, (Animation)entity.Comp.ClosingAnimation, DoorComponent.OpenCloseKey);
|
|
|
|
return;
|
|
case DoorState.Denying:
|
|
if (_animationSystem.HasRunningAnimation(entity, DoorComponent.DenyKey))
|
|
return;
|
|
|
|
_animationSystem.Play(entity, (Animation)entity.Comp.DenyingAnimation, DoorComponent.DenyKey);
|
|
|
|
return;
|
|
case DoorState.Emagging:
|
|
if (_animationSystem.HasRunningAnimation(entity, DoorComponent.EmagKey))
|
|
return;
|
|
|
|
// We are checking beforehand since some doors may not have an emagging visual layer.
|
|
if (_sprite.TryGetLayer(entity.Owner, DoorVisualLayers.BaseEmagging, out var _, false))
|
|
_animationSystem.Play(entity, (Animation)entity.Comp.EmaggingAnimation, DoorComponent.EmagKey);
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
private void UpdateSpriteLayers(Entity<SpriteComponent> sprite, string targetProto)
|
|
{
|
|
if (!_prototypeManager.Resolve(targetProto, out var target))
|
|
return;
|
|
|
|
if (!target.TryGetComponent(out SpriteComponent? targetSprite, _componentFactory))
|
|
return;
|
|
|
|
_sprite.SetBaseRsi(sprite.AsNullable(), targetSprite.BaseRSI);
|
|
}
|
|
}
|