fix: фикс света дверей

This commit is contained in:
Remuchi
2024-01-27 19:09:42 +07:00
parent 62145432f0
commit 117c4cbed1
3 changed files with 35 additions and 26 deletions

View File

@@ -28,35 +28,37 @@ public sealed class AirlockSystem : SharedAirlockSystem
private void OnComponentStartup(EntityUid uid, AirlockComponent comp, ComponentStartup args)
{
// Has to be on component startup because we don't know what order components initialize in and running this before DoorComponent inits _will_ crash.
if(!TryComp<DoorComponent>(uid, out var door))
if (!TryComp<DoorComponent>(uid, out var door))
return;
if (comp.OpenUnlitVisible) // Otherwise there are flashes of the fallback sprite between clicking on the door and the door closing animation starting.
{
door.OpenSpriteStates.Add((DoorVisualLayers.BaseUnlit, comp.OpenSpriteState));
door.OpenSpriteStates.Add((DoorVisualLayers.BaseBolted, "bolted_open_unlit"));
door.ClosedSpriteStates.Add((DoorVisualLayers.BaseUnlit, comp.ClosedSpriteState));
door.ClosedSpriteStates.Add((DoorVisualLayers.BaseBolted, "bolted_unlit"));
}
((Animation)door.OpeningAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick()
((Animation) door.OpeningAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick
{
LayerKey = DoorVisualLayers.BaseUnlit,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.OpeningSpriteState, 0f) },
}
);
((Animation)door.ClosingAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick()
((Animation) door.ClosingAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick
{
LayerKey = DoorVisualLayers.BaseUnlit,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.ClosingSpriteState, 0f) },
}
);
door.DenyingAnimation = new Animation()
door.DenyingAnimation = new Animation
{
Length = TimeSpan.FromSeconds(comp.DenyAnimationTime),
AnimationTracks =
{
new AnimationTrackSpriteFlick()
new AnimationTrackSpriteFlick
{
LayerKey = DoorVisualLayers.BaseUnlit,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.DenySpriteState, 0f) },
@@ -64,19 +66,19 @@ public sealed class AirlockSystem : SharedAirlockSystem
}
};
if(!comp.AnimatePanel)
if (!comp.AnimatePanel)
return;
((Animation)door.OpeningAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick()
((Animation) door.OpeningAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick
{
LayerKey = WiresVisualLayers.MaintenancePanel,
KeyFrames = {new AnimationTrackSpriteFlick.KeyFrame(comp.OpeningPanelSpriteState, 0f)},
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.OpeningPanelSpriteState, 0f) },
});
((Animation)door.ClosingAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick
((Animation) door.ClosingAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick
{
LayerKey = WiresVisualLayers.MaintenancePanel,
KeyFrames = {new AnimationTrackSpriteFlick.KeyFrame(comp.ClosingPanelSpriteState, 0f)},
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.ClosingPanelSpriteState, 0f) },
});
}
@@ -94,18 +96,24 @@ public sealed class AirlockSystem : SharedAirlockSystem
if (_appearanceSystem.TryGetData<bool>(uid, DoorVisuals.Powered, out var powered, args.Component) && powered)
{
boltedVisible = _appearanceSystem.TryGetData<bool>(uid, DoorVisuals.BoltLights, out var lights, args.Component)
&& lights && (state == DoorState.Closed || state == DoorState.Welded);
boltedVisible =
_appearanceSystem.TryGetData<bool>(uid, DoorVisuals.BoltLights, out var lights, args.Component)
&& lights && state is DoorState.Closed or DoorState.Welded;
emergencyLightsVisible =
_appearanceSystem.TryGetData<bool>(uid, DoorVisuals.EmergencyLights, out var eaLights,
args.Component) && eaLights;
emergencyLightsVisible = _appearanceSystem.TryGetData<bool>(uid, DoorVisuals.EmergencyLights, out var eaLights, args.Component) && eaLights;
unlitVisible =
(state == DoorState.Closing
|| state == DoorState.Opening
|| state == DoorState.Denying
|| state == DoorState.Welded
|| (state == DoorState.Open && comp.OpenUnlitVisible)
|| (_appearanceSystem.TryGetData<bool>(uid, DoorVisuals.ClosedLights, out var closedLights, args.Component) && closedLights))
&& !boltedVisible && !emergencyLightsVisible; ;
(state == DoorState.Closing
|| state == DoorState.Opening
|| state == DoorState.Denying
|| state == DoorState.Welded
|| state == DoorState.Open && comp.OpenUnlitVisible
|| state == DoorState.Closed && comp.OpenUnlitVisible
|| _appearanceSystem.TryGetData<bool>(uid, DoorVisuals.ClosedLights, out var closedLights,
args.Component) && closedLights)
&& !boltedVisible && !emergencyLightsVisible;
}
args.Sprite.LayerSetVisible(DoorVisualLayers.BaseUnlit, unlitVisible);
@@ -114,10 +122,10 @@ public sealed class AirlockSystem : SharedAirlockSystem
{
args.Sprite.LayerSetVisible(
DoorVisualLayers.BaseEmergencyAccess,
emergencyLightsVisible
&& state != DoorState.Open
&& state != DoorState.Opening
&& state != DoorState.Closing
emergencyLightsVisible
&& state != DoorState.Open
&& state != DoorState.Opening
&& state != DoorState.Closing
&& !boltedVisible
);
}