Files
space-station-14/Content.Client/Disposal/Unit/DisposalUnitSystem.cs
Dmitry 25c5e59248 Upstream (#3172)
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2025-05-24 11:00:17 +03:00

152 lines
6.1 KiB
C#

using Content.Shared.Disposal.Components;
using Content.Shared.Disposal.Unit;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Audio.Systems;
namespace Content.Client.Disposal.Unit;
public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
{
[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
[Dependency] private readonly AnimationPlayerSystem _animationSystem = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
[Dependency] private readonly SharedUserInterfaceSystem _uiSystem = default!;
private const string AnimationKey = "disposal_unit_animation";
private const string DefaultFlushState = "disposal-flush";
private const string DefaultChargeState = "disposal-charging";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DisposalUnitComponent, AfterAutoHandleStateEvent>(OnHandleState);
SubscribeLocalEvent<DisposalUnitComponent, AppearanceChangeEvent>(OnAppearanceChange);
}
private void OnHandleState(EntityUid uid, DisposalUnitComponent component, ref AfterAutoHandleStateEvent args)
{
UpdateUI((uid, component));
}
protected override void UpdateUI(Entity<DisposalUnitComponent> entity)
{
if (_uiSystem.TryGetOpenUi<DisposalUnitBoundUserInterface>(entity.Owner, DisposalUnitComponent.DisposalUnitUiKey.Key, out var bui))
{
bui.Refresh(entity);
}
}
protected override void OnDisposalInit(Entity<DisposalUnitComponent> ent, ref ComponentInit args)
{
base.OnDisposalInit(ent, ref args);
if (!TryComp<SpriteComponent>(ent, out var sprite) || !TryComp<AppearanceComponent>(ent, out var appearance))
return;
UpdateState(ent, sprite, appearance);
}
private void OnAppearanceChange(Entity<DisposalUnitComponent> ent, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
UpdateState(ent, args.Sprite, args.Component);
}
/// <summary>
/// Update visuals and tick animation
/// </summary>
private void UpdateState(Entity<DisposalUnitComponent> ent, SpriteComponent sprite, AppearanceComponent appearance)
{
if (!_appearanceSystem.TryGetData<DisposalUnitComponent.VisualState>(ent, DisposalUnitComponent.Visuals.VisualState, out var state, appearance))
return;
sprite.LayerSetVisible(DisposalUnitVisualLayers.Unanchored, state == DisposalUnitComponent.VisualState.UnAnchored);
sprite.LayerSetVisible(DisposalUnitVisualLayers.Base, state == DisposalUnitComponent.VisualState.Anchored);
sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayFlush, state == DisposalUnitComponent.VisualState.OverlayFlushing);
sprite.LayerSetVisible(DisposalUnitVisualLayers.BaseCharging, state == DisposalUnitComponent.VisualState.OverlayCharging);
var chargingState = sprite.LayerMapTryGet(DisposalUnitVisualLayers.BaseCharging, out var chargingLayer)
? sprite.LayerGetState(chargingLayer)
: new RSI.StateId(DefaultChargeState);
// This is a transient state so not too worried about replaying in range.
if (state == DisposalUnitComponent.VisualState.OverlayFlushing)
{
if (!_animationSystem.HasRunningAnimation(ent, AnimationKey))
{
var flushState = sprite.LayerMapTryGet(DisposalUnitVisualLayers.OverlayFlush, out var flushLayer)
? sprite.LayerGetState(flushLayer)
: new RSI.StateId(DefaultFlushState);
// Setup the flush animation to play
var anim = new Animation
{
Length = ent.Comp.FlushDelay,
AnimationTracks =
{
new AnimationTrackSpriteFlick
{
LayerKey = DisposalUnitVisualLayers.OverlayFlush,
KeyFrames =
{
// Play the flush animation
new AnimationTrackSpriteFlick.KeyFrame(flushState, 0),
}
},
}
};
if (ent.Comp.FlushSound != null)
{
anim.AnimationTracks.Add(
new AnimationTrackPlaySound
{
KeyFrames =
{
new AnimationTrackPlaySound.KeyFrame(_audioSystem.ResolveSound(ent.Comp.FlushSound), 0)
}
});
}
_animationSystem.Play(ent, anim, AnimationKey);
}
}
else
_animationSystem.Stop(ent.Owner, AnimationKey);
if (!_appearanceSystem.TryGetData<DisposalUnitComponent.HandleState>(ent, DisposalUnitComponent.Visuals.Handle, out var handleState, appearance))
handleState = DisposalUnitComponent.HandleState.Normal;
sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayEngaged, handleState != DisposalUnitComponent.HandleState.Normal);
if (!_appearanceSystem.TryGetData<DisposalUnitComponent.LightStates>(ent, DisposalUnitComponent.Visuals.Light, out var lightState, appearance))
lightState = DisposalUnitComponent.LightStates.Off;
sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayCharging,
(lightState & DisposalUnitComponent.LightStates.Charging) != 0);
sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayReady,
(lightState & DisposalUnitComponent.LightStates.Ready) != 0);
sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayFull,
(lightState & DisposalUnitComponent.LightStates.Full) != 0);
}
}
public enum DisposalUnitVisualLayers : byte
{
Unanchored,
Base,
BaseCharging,
OverlayFlush,
OverlayCharging,
OverlayReady,
OverlayFull,
OverlayEngaged
}