Files
RobustToolbox/Robust.Client/GameObjects/Components/Light/PointLightComponent.cs
T
AcruidandGitHub 713f702064 Engine Entity Anchoring (#1829)
* Added unit tests for the new anchor system design.

* Amend ME!

* SnapGridComponent now anchors the entity when added or removed.
TransformComponent.Anchored properly replicates it's state to clients.

* Converted all SnapGridPositionChangedEvent subscriptions to AnchorStateChangedEvent.
Removed SnapGridPositionChangedEvent.
Obsoleted SnapGridComponent.

* Allows setting Transform.Anchored in prototypes.

* Changing tile to empty under anchored ents unanchors them.

* More unit testing.

* Migrated transform gamestate tests to RobustServerSimulation.

* Fixed nasty off-by-one error when sending a full server state.

* Adds lifetime stages to Component.

* More test fixing.

* Review changes.
2021-06-19 17:26:18 -07:00

251 lines
7.2 KiB
C#

using System;
using System.Collections.Generic;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared.Animations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Robust.Client.GameObjects
{
[RegisterComponent]
[ComponentReference(typeof(IPointLightComponent))]
public class PointLightComponent : Component, IPointLightComponent, ISerializationHooks
{
[Dependency] private readonly IResourceCache _resourceCache = default!;
public override string Name => "PointLight";
public override uint? NetID => NetIDs.POINT_LIGHT;
internal bool TreeUpdateQueued { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
[Animatable]
public Color Color
{
get => _color;
set => _color = value;
}
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 Offset
{
get => _offset;
set => _offset = value;
}
[ViewVariables(VVAccess.ReadWrite)]
[Animatable]
public bool Enabled
{
get => _enabled;
set
{
if (_enabled == value) return;
_enabled = value;
Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, new PointLightUpdateEvent());
}
}
[ViewVariables(VVAccess.ReadWrite)]
public bool ContainerOccluded
{
get => _containerOccluded;
set
{
if (_containerOccluded == value) return;
_containerOccluded = value;
Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, new PointLightUpdateEvent());
}
}
private bool _containerOccluded;
/// <summary>
/// Determines if the light mask should automatically rotate with the entity. (like a flashlight)
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public bool MaskAutoRotate
{
get => _maskAutoRotate;
set => _maskAutoRotate = value;
}
/// <summary>
/// Local rotation of the light mask around the center origin
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[Animatable]
public Angle Rotation
{
get => _rotation;
set => _rotation = value;
}
/// <inheritdoc />
/// <summary>
/// The resource path to the mask texture the light will use.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public string? MaskPath
{
get => _maskPath;
set
{
_maskPath = value;
UpdateMask();
}
}
/// <summary>
/// Set a mask texture that will be applied to the light while rendering.
/// The mask's red channel will be linearly multiplied.p
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public Texture? Mask { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
[Animatable]
public float Energy
{
get => _energy;
set => _energy = value;
}
/// <summary>
/// Soft shadow strength multiplier.
/// Has no effect if soft shadows are not enabled.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[Animatable]
public float Softness
{
get => _softness;
set => _softness = value;
}
[ViewVariables(VVAccess.ReadWrite)]
public bool VisibleNested
{
get => _visibleNested;
set => _visibleNested = value;
}
[DataField("radius")]
private float _radius = 5f;
[DataField("nestedvisible")]
private bool _visibleNested = true;
[DataField("color")]
private Color _color = Color.White;
[DataField("offset")]
private Vector2 _offset = Vector2.Zero;
[DataField("enabled")]
private bool _enabled = true;
[DataField("autoRot")]
private bool _maskAutoRotate;
private Angle _rotation;
[DataField("energy")]
private float _energy = 1f;
[DataField("softness")]
private float _softness = 1f;
[DataField("mask")]
private string? _maskPath;
/// <summary>
/// Radius, in meters.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[Animatable]
public float Radius
{
get => _radius;
set
{
_radius = MathF.Max(value, 0.01f); // setting radius to 0 causes exceptions, so just use a value close enough to zero that it's unnoticeable.
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new PointLightRadiusChangedEvent(this));
}
}
private void UpdateMask()
{
if (_maskPath is not null)
Mask = _resourceCache.GetResource<TextureResource>(_maskPath);
else
Mask = null;
}
/// <summary>
/// What MapId we are intersecting for RenderingTreeSystem.
/// </summary>
[ViewVariables]
internal MapId IntersectingMapId { get; set; } = MapId.Nullspace;
/// <summary>
/// What grids we're on for RenderingTreeSystem.
/// </summary>
[ViewVariables]
internal List<GridId> IntersectingGrids = new();
void ISerializationHooks.AfterDeserialization()
{
if (_maskPath != null)
{
Mask = IoCManager.Resolve<IResourceCache>().GetResource<TextureResource>(_maskPath);
}
}
protected override void Initialize()
{
base.Initialize();
UpdateMask();
}
protected override void OnRemove()
{
base.OnRemove();
var map = Owner.Transform.MapID;
if (map != MapId.Nullspace)
{
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local,
new RenderTreeRemoveLightEvent(this, map));
}
}
/// <inheritdoc />
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
if (curState == null)
return;
var newState = (PointLightComponentState) curState;
Enabled = newState.Enabled;
Radius = newState.Radius;
Offset = newState.Offset;
Color = newState.Color;
}
}
public class PointLightRadiusChangedEvent : EntityEventArgs
{
public PointLightComponent PointLightComponent { get; }
public PointLightRadiusChangedEvent(PointLightComponent pointLightComponent)
{
PointLightComponent = pointLightComponent;
}
}
internal sealed class PointLightUpdateEvent : EntityEventArgs
{
}
}