Files
ss14-wl/Content.Client/Doors/DoorSystem.cs
T
Jessica M c9375e1e95 Port door animation fix from ephemeral space (#43613)
* 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>
2026-04-17 10:16:05 +00:00

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);
}
}