mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-09-03 10:37:05 +02:00
191 lines
5.9 KiB
C#
191 lines
5.9 KiB
C#
using System;
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using Robust.Client.Interfaces.Graphics.Lighting;
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using Robust.Client.Interfaces.ResourceManagement;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.Enums;
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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.GameObjects.Components;
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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.Utility;
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using Robust.Shared.ViewVariables;
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using ObjectSerializer = Robust.Shared.Serialization.ObjectSerializer;
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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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public override Type StateType => typeof(PointLightComponentState);
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private ILight Light;
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#pragma warning disable 649
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[Dependency] private readonly ILightManager lightManager;
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[Dependency] private readonly IResourceCache _resourceCache;
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#pragma warning restore 649
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[ViewVariables(VVAccess.ReadWrite)]
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public Color Color
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{
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get => Light.Color;
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set => Light.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 => Light.Offset;
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set => Light.Offset = value;
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}
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private LightState state = LightState.On;
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[ViewVariables(VVAccess.ReadWrite)]
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public LightState State
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{
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get => state;
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set
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{
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state = value;
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Light.Enabled = state == LightState.On;
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}
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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 { get; set; }
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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 => Light.Rotation;
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set => Light.Rotation = value;
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public float Energy
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{
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get => Light.Energy;
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set => Light.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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/// <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
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{
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radius = FloatMath.Clamp(value, 2, 10);
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//var tex = _resourceCache.GetResource<TextureResource>(new ResourcePath("/Textures/Effects/Light/") /
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// $"lighting_falloff_{(int) radius}.png");
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//Light.Texture = tex.Texture;
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}
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}
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/// <inheritdoc />
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public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, 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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// First in the init stack so...
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// FIXME: This is terrible.
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Light?.Dispose();
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Light = lightManager.MakeLight();
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serializer.DataReadWriteFunction("offset", Vector2.Zero, vec => Offset = vec, () => Offset);
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serializer.DataReadWriteFunction("radius", 5f, radius => Radius = radius, () => Radius);
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serializer.DataReadWriteFunction("color", Color.White, col => Color = col, () => Color);
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serializer.DataReadWriteFunction("state", LightState.On, state => State = state, () => State);
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serializer.DataReadWriteFunction("energy", 1f, energy => Energy = energy, () => Energy);
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serializer.DataReadWriteFunction("autoRot", false, rot => MaskAutoRotate = rot, () => MaskAutoRotate);
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serializer.DataFieldCached(ref _visibleNested, "nestedvisible", true);
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}
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public override void OnRemove()
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{
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Light.Dispose();
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Light = null;
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base.OnRemove();
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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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State = newState.State;
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Color = newState.Color;
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Light.ModeClass = newState.Mode;
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}
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}
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}
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