Optimise emergency lights a bit (#4567)
* Optimise emergency lights a bit * Fixes * Delete the failing test, sinple * Revert "Delete the failing test, sinple" This reverts commit 7d9e3a3bb6975c15add2987e39e0d3ba85d88be3. * Start server and fix test It just werks
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@@ -1,45 +1,12 @@
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using System;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.Animations;
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using Content.Shared.Light.Component;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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using Robust.Shared.GameStates;
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namespace Content.Client.Light.Components
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{
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[RegisterComponent]
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public class EmergencyLightComponent : Component
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[NetworkedComponent]
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public class EmergencyLightComponent : SharedEmergencyLightComponent
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{
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public override string Name => "EmergencyLight";
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/// <inheritdoc/>
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protected override void Startup()
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{
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base.Startup();
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var animation = new Animation
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{
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Length = TimeSpan.FromSeconds(4),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty
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{
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ComponentType = typeof(PointLightComponent),
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InterpolationMode = AnimationInterpolationMode.Linear,
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Property = nameof(PointLightComponent.Rotation),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(Angle.Zero, 0),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(1080), 4)
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}
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}
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}
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};
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var playerComponent = Owner.EnsureComponent<AnimationPlayerComponent>();
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playerComponent.Play(animation, "emergency");
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playerComponent.AnimationCompleted += s => playerComponent.Play(animation, s);
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}
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}
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}
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