mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-09-02 18:17:09 +02:00
177 lines
5.3 KiB
C#
177 lines
5.3 KiB
C#
using Robust.Client.Graphics;
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using Robust.Client.Interfaces.ResourceManagement;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Robust.Client.GameObjects
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{
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public class PointLightComponent : Component
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{
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public override string Name => "PointLight";
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public override uint? NetID => NetIDs.POINT_LIGHT;
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[ViewVariables(VVAccess.ReadWrite)]
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public Color Color
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{
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get => _color;
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set => _color = value;
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public Vector2 Offset
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{
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get => _offset;
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set => _offset = value;
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public bool Enabled
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{
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get => _enabled;
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set => _enabled = value;
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}
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/// <summary>
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/// Determines if the light mask should automatically rotate with the entity. (like a flashlight)
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool MaskAutoRotate
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{
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get => _maskAutoRotate;
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set => _maskAutoRotate = value;
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}
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/// <summary>
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/// Local rotation of the light mask around the center origin
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public Angle Rotation
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{
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get => _rotation;
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set => _rotation = value;
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}
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/// <summary>
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/// Set a mask texture that will be applied to the light while rendering.
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/// The mask's red channel will be linearly multiplied.p
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public Texture Mask { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public float Energy
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{
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get => _energy;
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set => _energy = value;
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public bool VisibleNested
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{
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get => _visibleNested;
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set
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{
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if (_visibleNested == value) return;
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_visibleNested = value;
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if (value)
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{
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if (Owner.Transform.Parent == null) return;
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_lightOnParent = true;
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}
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else
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{
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if (!_lightOnParent) return;
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_lightOnParent = false;
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}
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}
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}
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private float _radius = 5;
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private bool _visibleNested = true;
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private bool _lightOnParent = false;
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private Color _color = Color.White;
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private Vector2 _offset;
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private bool _enabled = true;
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private bool _maskAutoRotate;
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private Angle _rotation;
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private float _energy;
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/// <summary>
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/// Radius, in meters.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float Radius
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{
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get => _radius;
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set => _radius = value;
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}
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/// <inheritdoc />
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public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null,
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IComponent component = null)
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{
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base.HandleMessage(message, netChannel, component);
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if ((message is ParentChangedMessage msg))
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{
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HandleTransformParentChanged(msg);
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}
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}
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private void HandleTransformParentChanged(ParentChangedMessage obj)
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{
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// TODO: this does not work for things nested multiply layers deep.
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if (!VisibleNested)
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{
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return;
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}
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if (obj.NewParent != null && obj.NewParent.IsValid())
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{
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_lightOnParent = true;
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}
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else
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{
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_lightOnParent = false;
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}
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataFieldCached(ref _offset, "offset", Vector2.Zero);
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serializer.DataFieldCached(ref _radius, "radius", 5f);
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serializer.DataFieldCached(ref _color, "color", Color.White);
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serializer.DataFieldCached(ref _enabled, "enabled", true);
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serializer.DataFieldCached(ref _energy, "energy", 1f);
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serializer.DataFieldCached(ref _maskAutoRotate, "autoRot", false);
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serializer.DataFieldCached(ref _visibleNested, "nestedvisible", true);
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if (serializer.Reading && serializer.TryReadDataField("mask", out string value))
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{
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Mask = IoCManager.Resolve<IResourceCache>().GetResource<TextureResource>(value);
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}
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}
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/// <inheritdoc />
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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if (curState == null)
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return;
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var newState = (PointLightComponentState) curState;
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Enabled = newState.Enabled;
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Radius = newState.Radius;
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Offset = newState.Offset;
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Color = newState.Color;
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}
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}
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}
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