mirror of
https://github.com/space-wizards/RobustToolbox.git
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Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
157 lines
4.5 KiB
C#
157 lines
4.5 KiB
C#
using Robust.Client.Graphics;
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using Robust.Shared.Animations;
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using Robust.Shared.GameObjects;
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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.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Robust.Client.GameObjects
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedPointLightComponent))]
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public sealed class PointLightComponent : SharedPointLightComponent, ISerializationHooks
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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internal bool TreeUpdateQueued { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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[Animatable]
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public override Color Color
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{
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get => _color;
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set => base.Color = value;
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}
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[ViewVariables(VVAccess.ReadWrite)]
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[Animatable]
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public override bool Enabled
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{
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get => _enabled;
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set
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{
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if (_enabled == value) return;
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base.Enabled = value;
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_entityManager.EventBus.RaiseLocalEvent(Owner, new PointLightUpdateEvent());
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}
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public bool ContainerOccluded
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{
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get => _containerOccluded;
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set
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{
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if (_containerOccluded == value) return;
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_containerOccluded = value;
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_entityManager.EventBus.RaiseLocalEvent(Owner, new PointLightUpdateEvent());
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}
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}
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private bool _containerOccluded;
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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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[Animatable]
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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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/// The resource path to the mask texture the light will use.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public string? MaskPath
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{
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get => _maskPath;
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set
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{
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if (_maskPath?.Equals(value) != false) return;
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_maskPath = value;
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EntitySystem.Get<PointLightSystem>().UpdateMask(this);
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}
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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 bool VisibleNested
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{
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get => _visibleNested;
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set => _visibleNested = value;
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}
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/// <summary>
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/// Whether this pointlight should cast shadows
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/// </summary>
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[DataField("castShadows")]
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public bool CastShadows = true;
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[DataField("nestedvisible")]
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private bool _visibleNested = true;
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[DataField("autoRot")]
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private bool _maskAutoRotate;
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private Angle _rotation;
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[DataField("mask")]
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internal string? _maskPath;
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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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[Animatable]
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public override 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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if (MathHelper.CloseToPercent(value, _radius)) return;
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base.Radius = value;
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_entityManager.EventBus.RaiseEvent(EventSource.Local, new PointLightRadiusChangedEvent(this));
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}
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}
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[ViewVariables]
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internal RenderingTreeComponent? RenderTree { get; set; }
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}
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public sealed class PointLightRadiusChangedEvent : EntityEventArgs
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{
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public PointLightComponent PointLightComponent { get; }
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public PointLightRadiusChangedEvent(PointLightComponent pointLightComponent)
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{
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PointLightComponent = pointLightComponent;
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}
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}
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public sealed class PointLightUpdateEvent : EntityEventArgs
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{
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}
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}
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