Files
RobustToolbox/Robust.Client/GameObjects/Components/Light/PointLightComponent.cs
Pieter-Jan Briers fdfbf92223 Remove a ton of lighting system cruft.
Basically just kills the light manager.
Clyde was already using the ECS anyways.
2019-07-30 13:31:05 +02:00

163 lines
4.7 KiB
C#

using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Robust.Client.GameObjects
{
public class PointLightComponent : Component
{
public override string Name => "PointLight";
public override uint? NetID => NetIDs.POINT_LIGHT;
public override Type StateType => typeof(PointLightComponentState);
[ViewVariables(VVAccess.ReadWrite)]
public Color Color
{
get => _color;
set => _color = value;
}
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 Offset
{
get => _offset;
set => _offset = value;
}
[ViewVariables(VVAccess.ReadWrite)]
public bool Enabled
{
get => _enabled;
set => _enabled = value;
}
/// <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)]
public Angle Rotation
{
get => _rotation;
set => _rotation = value;
}
[ViewVariables(VVAccess.ReadWrite)]
public float Energy
{
get => _energy;
set => _energy = value;
}
[ViewVariables(VVAccess.ReadWrite)]
public bool VisibleNested
{
get => _visibleNested;
set
{
if (_visibleNested == value) return;
_visibleNested = value;
if (value)
{
if (Owner.Transform.Parent == null) return;
_lightOnParent = true;
}
else
{
if (!_lightOnParent) return;
_lightOnParent = false;
}
}
}
private float _radius = 5;
private bool _visibleNested = true;
private bool _lightOnParent = false;
private Color _color = Color.White;
private Vector2 _offset;
private bool _enabled = true;
private bool _maskAutoRotate;
private Angle _rotation;
private float _energy;
/// <summary>
/// Radius, in meters.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float Radius
{
get => _radius;
set => _radius = value;
}
/// <inheritdoc />
public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
{
base.HandleMessage(message, netChannel, component);
if ((message is ParentChangedMessage msg))
{
HandleTransformParentChanged(msg);
}
}
private void HandleTransformParentChanged(ParentChangedMessage obj)
{
// TODO: this does not work for things nested multiply layers deep.
if (!VisibleNested)
{
return;
}
if (obj.NewParent != null && obj.NewParent.IsValid())
{
_lightOnParent = true;
}
else
{
_lightOnParent = false;
}
}
public override void ExposeData(ObjectSerializer serializer)
{
serializer.DataFieldCached(ref _offset, "offset", Vector2.Zero);
serializer.DataFieldCached(ref _radius, "radius", 5f);
serializer.DataFieldCached(ref _color, "color", Color.White);
serializer.DataFieldCached(ref _enabled, "enabled", true);
serializer.DataFieldCached(ref _energy, "energy", 1f);
serializer.DataFieldCached(ref _maskAutoRotate, "autoRot", false);
serializer.DataFieldCached(ref _visibleNested, "nestedvisible", true);
}
/// <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;
}
}
}