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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86
Content.Client/Light/EmergencyLightSystem.cs
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86
Content.Client/Light/EmergencyLightSystem.cs
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using System;
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using Content.Client.Light.Components;
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using Content.Shared.Light;
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using Content.Shared.Light.Component;
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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 Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Maths;
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namespace Content.Client.Light
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{
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public sealed class EmergencyLightSystem : SharedEmergencyLightSystem
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{
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private static Animation Animation =>
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new()
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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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private const string AnimKey = "emergency";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EmergencyLightComponent, ComponentStartup>(HandleStartup);
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SubscribeLocalEvent<EmergencyLightComponent, AnimationCompletedEvent>(HandleAnimationComplete);
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SubscribeLocalEvent<EmergencyLightComponent, ComponentHandleState>(HandleCompState);
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}
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private void HandleCompState(EntityUid uid, EmergencyLightComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not EmergencyLightComponentState state) return;
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if (component.Enabled == state.Enabled) return;
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var playerComponent = component.Owner.EnsureComponent<AnimationPlayerComponent>();
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component.Enabled = state.Enabled;
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if (component.Enabled && !playerComponent.HasRunningAnimation(AnimKey))
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playerComponent.Play(Animation, AnimKey);
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if (!component.Enabled)
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playerComponent.Stop(AnimKey);
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}
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private void HandleAnimationComplete(EntityUid uid, EmergencyLightComponent component, AnimationCompletedEvent args)
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{
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if (!component.Enabled ||
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!ComponentManager.TryGetComponent<AnimationPlayerComponent>(uid, out var playerComponent)) return;
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playerComponent.Play(Animation, AnimKey);
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}
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private void HandleStartup(EntityUid uid, EmergencyLightComponent component, ComponentStartup args)
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{
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PlayAnimation(component);
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}
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private void PlayAnimation(EmergencyLightComponent component)
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{
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if (!component.Enabled) return;
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var playerComponent = component.Owner.EnsureComponent<AnimationPlayerComponent>();
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if (!playerComponent.HasRunningAnimation(AnimKey))
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playerComponent.Play(Animation, AnimKey);
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}
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}
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}
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