Resolves AirlockVisualizer is Obsolete (#13884)

This commit is contained in:
TemporalOroboros
2023-04-22 02:18:16 -07:00
committed by GitHub
parent 8f8b71f75b
commit 7523ed4c17
16 changed files with 444 additions and 325 deletions

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@@ -1,5 +1,112 @@
using Content.Client.Wires.Visualizers;
using Content.Shared.Doors.Components;
using Content.Shared.Doors.Systems;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
namespace Content.Client.Doors;
public sealed class AirlockSystem : SharedAirlockSystem { }
public sealed class AirlockSystem : SharedAirlockSystem
{
[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<AirlockComponent, ComponentStartup>(OnComponentStartup);
SubscribeLocalEvent<AirlockComponent, AppearanceChangeEvent>(OnAppearanceChange);
}
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))
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.ClosedSpriteStates.Add((DoorVisualLayers.BaseUnlit, comp.ClosedSpriteState));
}
((Animation)door.OpeningAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick()
{
LayerKey = DoorVisualLayers.BaseUnlit,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.OpeningSpriteState, 0f) },
}
);
((Animation)door.ClosingAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick()
{
LayerKey = DoorVisualLayers.BaseUnlit,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.ClosingSpriteState, 0f) },
}
);
door.DenyingAnimation = new Animation()
{
Length = TimeSpan.FromSeconds(comp.DenyAnimationTime),
AnimationTracks =
{
new AnimationTrackSpriteFlick()
{
LayerKey = DoorVisualLayers.BaseUnlit,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.DenySpriteState, 0f) },
}
}
};
if(!comp.AnimatePanel)
return;
((Animation)door.OpeningAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick()
{
LayerKey = WiresVisualLayers.MaintenancePanel,
KeyFrames = {new AnimationTrackSpriteFlick.KeyFrame(comp.OpeningPanelSpriteState, 0f)},
});
((Animation)door.ClosingAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick
{
LayerKey = WiresVisualLayers.MaintenancePanel,
KeyFrames = {new AnimationTrackSpriteFlick.KeyFrame(comp.ClosingPanelSpriteState, 0f)},
});
}
private void OnAppearanceChange(EntityUid uid, AirlockComponent comp, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
var boltedVisible = false;
var emergencyLightsVisible = false;
var unlitVisible = false;
if (!_appearanceSystem.TryGetData<DoorState>(uid, DoorVisuals.State, out var state, args.Component))
state = DoorState.Closed;
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;
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.Open && comp.OpenUnlitVisible)
|| (_appearanceSystem.TryGetData<bool>(uid, DoorVisuals.ClosedLights, out var closedLights, args.Component) && closedLights);
}
args.Sprite.LayerSetVisible(DoorVisualLayers.BaseUnlit, unlitVisible);
args.Sprite.LayerSetVisible(DoorVisualLayers.BaseBolted, boltedVisible);
if (comp.EmergencyAccessLayer)
{
args.Sprite.LayerSetVisible(
DoorVisualLayers.BaseEmergencyAccess,
emergencyLightsVisible
&& state != DoorState.Open
&& state != DoorState.Opening
&& state != DoorState.Closing
);
}
}
}

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@@ -1,256 +0,0 @@
using System;
using Content.Client.Wires.Visualizers;
using Content.Shared.Doors.Components;
using JetBrains.Annotations;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Client.ResourceManagement;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Timing;
namespace Content.Client.Doors
{
[UsedImplicitly]
public sealed class AirlockVisualizer : AppearanceVisualizer, ISerializationHooks
{
[Dependency] private readonly IEntityManager _entMan = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IResourceCache _resourceCache = default!;
private const string AnimationKey = "airlock_animation";
[DataField("animationTime")]
private float _delay = 0.8f;
[DataField("denyAnimationTime")]
private float _denyDelay = 0.3f;
[DataField("emagAnimationTime")]
private float _delayEmag = 1.5f;
/// <summary>
/// Whether the maintenance panel is animated or stays static.
/// False for windoors.
/// </summary>
[DataField("animatedPanel")]
private bool _animatedPanel = true;
/// <summary>
/// Means the door is simply open / closed / opening / closing. No wires or access.
/// </summary>
[DataField("simpleVisuals")]
private bool _simpleVisuals = false;
/// <summary>
/// Whether the BaseUnlit layer should still be visible when the airlock
/// is opened.
/// </summary>
[DataField("openUnlitVisible")]
private bool _openUnlitVisible = false;
/// <summary>
/// Whether the door should have an emergency access layer
/// </summary>
[DataField("emergencyAccessLayer")]
private bool _emergencyAccessLayer = true;
private Animation CloseAnimation = default!;
private Animation OpenAnimation = default!;
private Animation DenyAnimation = default!;
private Animation EmaggingAnimation = default!;
void ISerializationHooks.AfterDeserialization()
{
IoCManager.InjectDependencies(this);
CloseAnimation = new Animation { Length = TimeSpan.FromSeconds(_delay) };
{
var flick = new AnimationTrackSpriteFlick();
CloseAnimation.AnimationTracks.Add(flick);
flick.LayerKey = DoorVisualLayers.Base;
flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("closing", 0f));
if (!_simpleVisuals)
{
var flickUnlit = new AnimationTrackSpriteFlick();
CloseAnimation.AnimationTracks.Add(flickUnlit);
flickUnlit.LayerKey = DoorVisualLayers.BaseUnlit;
flickUnlit.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("closing_unlit", 0f));
if (_animatedPanel)
{
var flickMaintenancePanel = new AnimationTrackSpriteFlick();
CloseAnimation.AnimationTracks.Add(flickMaintenancePanel);
flickMaintenancePanel.LayerKey = WiresVisualLayers.MaintenancePanel;
flickMaintenancePanel.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("panel_closing", 0f));
}
}
}
OpenAnimation = new Animation { Length = TimeSpan.FromSeconds(_delay) };
{
var flick = new AnimationTrackSpriteFlick();
OpenAnimation.AnimationTracks.Add(flick);
flick.LayerKey = DoorVisualLayers.Base;
flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("opening", 0f));
if (!_simpleVisuals)
{
var flickUnlit = new AnimationTrackSpriteFlick();
OpenAnimation.AnimationTracks.Add(flickUnlit);
flickUnlit.LayerKey = DoorVisualLayers.BaseUnlit;
flickUnlit.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("opening_unlit", 0f));
if (_animatedPanel)
{
var flickMaintenancePanel = new AnimationTrackSpriteFlick();
OpenAnimation.AnimationTracks.Add(flickMaintenancePanel);
flickMaintenancePanel.LayerKey = WiresVisualLayers.MaintenancePanel;
flickMaintenancePanel.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("panel_opening", 0f));
}
}
}
EmaggingAnimation = new Animation { Length = TimeSpan.FromSeconds(_delay) };
{
var flickUnlit = new AnimationTrackSpriteFlick();
EmaggingAnimation.AnimationTracks.Add(flickUnlit);
flickUnlit.LayerKey = DoorVisualLayers.BaseUnlit;
flickUnlit.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("sparks", 0f));
}
if (!_simpleVisuals)
{
DenyAnimation = new Animation { Length = TimeSpan.FromSeconds(_denyDelay) };
{
var flick = new AnimationTrackSpriteFlick();
DenyAnimation.AnimationTracks.Add(flick);
flick.LayerKey = DoorVisualLayers.BaseUnlit;
flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame("deny_unlit", 0f));
}
}
}
[Obsolete("Subscribe to your component being initialised instead.")]
public override void InitializeEntity(EntityUid entity)
{
if (!_entMan.HasComponent<AnimationPlayerComponent>(entity))
{
_entMan.AddComponent<AnimationPlayerComponent>(entity);
}
}
[Obsolete("Subscribe to AppearanceChangeEvent instead.")]
public override void OnChangeData(AppearanceComponent component)
{
// only start playing animations once.
if (!_gameTiming.IsFirstTimePredicted)
return;
base.OnChangeData(component);
var sprite = _entMan.GetComponent<SpriteComponent>(component.Owner);
var animPlayer = _entMan.GetComponent<AnimationPlayerComponent>(component.Owner);
if (!component.TryGetData(DoorVisuals.State, out DoorState state))
{
state = DoorState.Closed;
}
var door = _entMan.GetComponent<DoorComponent>(component.Owner);
if (component.TryGetData(DoorVisuals.BaseRSI, out string baseRsi))
{
if (!_resourceCache.TryGetResource<RSIResource>(SharedSpriteComponent.TextureRoot / baseRsi, out var res))
{
Logger.Error("Unable to load RSI '{0}'. Trace:\n{1}", baseRsi, Environment.StackTrace);
}
foreach (ISpriteLayer layer in sprite.AllLayers)
{
layer.Rsi = res?.RSI;
}
}
if (animPlayer.HasRunningAnimation(AnimationKey))
{
animPlayer.Stop(AnimationKey);
}
switch (state)
{
case DoorState.Open:
sprite.LayerSetState(DoorVisualLayers.Base, "open");
if (_openUnlitVisible && !_simpleVisuals)
{
sprite.LayerSetState(DoorVisualLayers.BaseUnlit, "open_unlit");
}
break;
case DoorState.Closed:
sprite.LayerSetState(DoorVisualLayers.Base, "closed");
if (!_simpleVisuals)
{
sprite.LayerSetState(DoorVisualLayers.BaseUnlit, "closed_unlit");
sprite.LayerSetState(DoorVisualLayers.BaseBolted, "bolted_unlit");
}
break;
case DoorState.Opening:
animPlayer.Play(OpenAnimation, AnimationKey);
break;
case DoorState.Closing:
if (door.CurrentlyCrushing.Count == 0)
animPlayer.Play(CloseAnimation, AnimationKey);
else
sprite.LayerSetState(DoorVisualLayers.Base, "closed");
break;
case DoorState.Denying:
animPlayer.Play(DenyAnimation, AnimationKey);
break;
case DoorState.Welded:
break;
case DoorState.Emagging:
animPlayer.Play(EmaggingAnimation, AnimationKey);
break;
default:
throw new ArgumentOutOfRangeException();
}
if (_simpleVisuals)
return;
var boltedVisible = false;
var emergencyLightsVisible = false;
var unlitVisible = false;
if (component.TryGetData(DoorVisuals.Powered, out bool powered) && powered)
{
boltedVisible = component.TryGetData(DoorVisuals.BoltLights, out bool lights) && lights;
emergencyLightsVisible = component.TryGetData(DoorVisuals.EmergencyLights, out bool eaLights) && eaLights;
unlitVisible = state == DoorState.Closing
|| state == DoorState.Opening
|| state == DoorState.Denying
|| state == DoorState.Open && _openUnlitVisible
|| (component.TryGetData(DoorVisuals.ClosedLights, out bool closedLights) && closedLights);
}
sprite.LayerSetVisible(DoorVisualLayers.BaseUnlit, unlitVisible);
sprite.LayerSetVisible(DoorVisualLayers.BaseBolted, boltedVisible);
if (_emergencyAccessLayer)
{
sprite.LayerSetVisible(DoorVisualLayers.BaseEmergencyAccess,
emergencyLightsVisible
&& state != DoorState.Open
&& state != DoorState.Opening
&& state != DoorState.Closing);
}
}
}
public enum DoorVisualLayers : byte
{
Base,
BaseUnlit,
BaseBolted,
BaseEmergencyAccess,
}
}

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@@ -1,28 +1,135 @@
using Content.Shared.Doors.Components;
using Content.Shared.Doors.Systems;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Client.ResourceManagement;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Client.Doors;
public sealed class DoorSystem : SharedDoorSystem
{
// Gotta love it when both the client-side and server-side sprite components both have a draw depth, but for
// whatever bloody reason the shared component doesn't.
protected override void UpdateAppearance(EntityUid uid, DoorComponent? door = null)
[Dependency] private readonly AnimationPlayerSystem _animationSystem = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IResourceCache _resourceCache = default!;
public override void Initialize()
{
if (!Resolve(uid, ref door))
base.Initialize();
SubscribeLocalEvent<DoorComponent, AppearanceChangeEvent>(OnAppearanceChange);
}
protected override void OnComponentInit(EntityUid uid, DoorComponent comp, ComponentInit args)
{
comp.OpenSpriteStates = new(2);
comp.ClosedSpriteStates = new(2);
comp.OpenSpriteStates.Add((DoorVisualLayers.Base, comp.OpenSpriteState));
comp.ClosedSpriteStates.Add((DoorVisualLayers.Base, comp.ClosedSpriteState));
comp.OpeningAnimation = new Animation()
{
Length = TimeSpan.FromSeconds(comp.OpeningAnimationTime),
AnimationTracks =
{
new AnimationTrackSpriteFlick()
{
LayerKey = DoorVisualLayers.Base,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.OpeningSpriteState, 0f) }
}
},
};
comp.ClosingAnimation = new Animation()
{
Length = TimeSpan.FromSeconds(comp.ClosingAnimationTime),
AnimationTracks =
{
new AnimationTrackSpriteFlick()
{
LayerKey = DoorVisualLayers.Base,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.ClosingSpriteState, 0f) }
}
},
};
comp.EmaggingAnimation = new Animation ()
{
Length = TimeSpan.FromSeconds(comp.EmaggingAnimationTime),
AnimationTracks =
{
new AnimationTrackSpriteFlick()
{
LayerKey = DoorVisualLayers.BaseUnlit,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.EmaggingSpriteState, 0f) }
}
},
};
}
private void OnAppearanceChange(EntityUid uid, DoorComponent comp, ref AppearanceChangeEvent args)
{
if (args.Sprite == null || !_gameTiming.IsFirstTimePredicted)
return;
base.UpdateAppearance(uid, door);
if(!AppearanceSystem.TryGetData<DoorState>(uid, DoorVisuals.State, out var state, args.Component))
state = DoorState.Closed;
if (TryComp(uid, out SpriteComponent? sprite))
if (AppearanceSystem.TryGetData<string>(uid, DoorVisuals.BaseRSI, out var baseRsi, args.Component))
{
sprite.DrawDepth = (door.State == DoorState.Open)
? door.OpenDrawDepth
: door.ClosedDrawDepth;
if (!_resourceCache.TryGetResource<RSIResource>(SharedSpriteComponent.TextureRoot / baseRsi, out var res))
{
Logger.Error("Unable to load RSI '{0}'. Trace:\n{1}", baseRsi, Environment.StackTrace);
}
foreach (ISpriteLayer layer in args.Sprite.AllLayers)
{
layer.Rsi = res?.RSI;
}
}
TryComp<AnimationPlayerComponent>(uid, out var animPlayer);
if (_animationSystem.HasRunningAnimation(uid, animPlayer, DoorComponent.AnimationKey))
_animationSystem.Stop(uid, animPlayer, DoorComponent.AnimationKey); // Halt all running anomations.
args.Sprite.DrawDepth = comp.ClosedDrawDepth;
switch(state)
{
case DoorState.Open:
args.Sprite.DrawDepth = comp.OpenDrawDepth;
foreach(var (layer, layerState) in comp.OpenSpriteStates)
{
args.Sprite.LayerSetState(layer, layerState);
}
break;
case DoorState.Closed:
foreach(var (layer, layerState) in comp.ClosedSpriteStates)
{
args.Sprite.LayerSetState(layer, layerState);
}
break;
case DoorState.Opening:
if (animPlayer != null && comp.OpeningAnimation != default)
_animationSystem.Play(uid, animPlayer, (Animation)comp.OpeningAnimation, DoorComponent.AnimationKey);
break;
case DoorState.Closing:
if (animPlayer != null && comp.ClosingAnimation != default && comp.CurrentlyCrushing.Count == 0)
_animationSystem.Play(uid, animPlayer, (Animation)comp.ClosingAnimation, DoorComponent.AnimationKey);
break;
case DoorState.Denying:
if (animPlayer != null && comp.DenyingAnimation != default)
_animationSystem.Play(uid, animPlayer, (Animation)comp.DenyingAnimation, DoorComponent.AnimationKey);
break;
case DoorState.Welded:
break;
case DoorState.Emagging:
if (animPlayer != null && comp.EmaggingAnimation != default)
_animationSystem.Play(uid, animPlayer, (Animation)comp.EmaggingAnimation, DoorComponent.AnimationKey);
break;
default:
throw new ArgumentOutOfRangeException($"Invalid door visual state {state}");
}
}