Puddles & spreader refactor (#15191)

This commit is contained in:
metalgearsloth
2023-04-10 15:37:03 +10:00
committed by GitHub
parent 3178ab83f6
commit 317a4013eb
141 changed files with 3046 additions and 3201 deletions

View File

@@ -1,6 +1,9 @@
using Content.Shared.Foam;
using Content.Shared.Smoking;
using Content.Shared.Spawners.Components;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.Network;
using Robust.Shared.Timing;
namespace Content.Client.Chemistry.Visualizers;
@@ -9,23 +12,48 @@ namespace Content.Client.Chemistry.Visualizers;
/// </summary>
public sealed class FoamVisualizerSystem : VisualizerSystem<FoamVisualsComponent>
{
[Dependency] private readonly IGameTiming _timing = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FoamVisualsComponent, ComponentInit>(OnComponentInit);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!_timing.IsFirstTimePredicted)
return;
var query = EntityQueryEnumerator<FoamVisualsComponent, TimedDespawnComponent>();
while (query.MoveNext(out var uid, out var comp, out var despawn))
{
if (despawn.Lifetime > 1f)
continue;
// Despawn animation.
if (TryComp(uid, out AnimationPlayerComponent? animPlayer)
&& !AnimationSystem.HasRunningAnimation(uid, animPlayer, FoamVisualsComponent.AnimationKey))
{
AnimationSystem.Play(uid, animPlayer, comp.Animation, FoamVisualsComponent.AnimationKey);
}
}
}
/// <summary>
/// Generates the animation used by foam visuals when the foam dissolves.
/// </summary>
private void OnComponentInit(EntityUid uid, FoamVisualsComponent comp, ComponentInit args)
{
comp.Animation = new Animation()
comp.Animation = new Animation
{
Length = TimeSpan.FromSeconds(comp.AnimationTime),
AnimationTracks =
{
new AnimationTrackSpriteFlick()
new AnimationTrackSpriteFlick
{
LayerKey = FoamVisualLayers.Base,
KeyFrames =
@@ -36,25 +64,6 @@ public sealed class FoamVisualizerSystem : VisualizerSystem<FoamVisualsComponent
}
};
}
/// <summary>
/// Plays the animation used by foam visuals when the foam dissolves.
/// </summary>
protected override void OnAppearanceChange(EntityUid uid, FoamVisualsComponent comp, ref AppearanceChangeEvent args)
{
if (AppearanceSystem.TryGetData<bool>(uid, FoamVisuals.State, out var state, args.Component) && state)
{
if (TryComp(uid, out AnimationPlayerComponent? animPlayer)
&& !AnimationSystem.HasRunningAnimation(uid, animPlayer, FoamVisualsComponent.AnimationKey))
AnimationSystem.Play(uid, animPlayer, comp.Animation, FoamVisualsComponent.AnimationKey);
}
if (AppearanceSystem.TryGetData<Color>(uid, FoamVisuals.Color, out var color, args.Component))
{
if (args.Sprite != null)
args.Sprite.Color = color;
}
}
}
public enum FoamVisualLayers : byte