Partial lathe ECS, fix cursed lathe visualizer, a bit more audiovisual feedback for lathes (#7238)
* Prototype that's mostly borked rather than completely borked * ECS inserting mats * Partial ECS mostly done, needs cleanup and visualizer * Replace timers * Power visualizes at least * First ""working"" version * Clean up all lathes * Colors * Fix animation timing * Fixes greyscale, adds a bunch of colors * Give every (used) material a color * Made most lathes take long enough you can at least see there's some sort of animation * Insertion feedback popup * Sound for circuit printer and uniform printer * Fix queueing, optimize update * Remove mono crash * cleanup * Fix test failure * Techfab inserting sprite * Cleanup and commenting * Fix bug in CanProduce check * Fix UI resolves * Mirror review stuff
This commit is contained in:
15
Content.Client/Lathe/Components/LatheVisualsComponent.cs
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15
Content.Client/Lathe/Components/LatheVisualsComponent.cs
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namespace Content.Client.Lathe;
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/// <summary>
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/// Holds the idle and running state for machines to control
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/// playing animtions on the client.
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/// </summary>
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[RegisterComponent]
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public sealed class LatheVisualsComponent : Component
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{
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[DataField("idleState", required: true)]
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public string IdleState = default!;
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[DataField("runningState", required: true)]
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public string RunningState = default!;
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}
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43
Content.Client/Lathe/LatheSystem.cs
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43
Content.Client/Lathe/LatheSystem.cs
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using Robust.Client.GameObjects;
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using Content.Shared.Lathe;
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using Content.Shared.Power;
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using Content.Client.Power;
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using Content.Client.Wires.Visualizers;
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using Content.Shared.Wires;
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namespace Content.Client.Lathe
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{
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public sealed class LatheSystem : VisualizerSystem<LatheVisualsComponent>
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{
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protected override void OnAppearanceChange(EntityUid uid, LatheVisualsComponent component, ref AppearanceChangeEvent args)
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{
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if (TryComp(uid, out SpriteComponent? sprite))
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{
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if (args.Component.TryGetData(PowerDeviceVisuals.Powered, out bool powered))
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sprite.LayerSetVisible(PowerDeviceVisualLayers.Powered, powered);
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if (args.Component.TryGetData(SharedWiresComponent.WiresVisuals.MaintenancePanelState, out bool panel))
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sprite.LayerSetVisible(WiresVisualizer.WiresVisualLayers.MaintenancePanel, panel);
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// Lathe specific stuff
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if (args.Component.TryGetData(LatheVisuals.IsRunning, out bool isRunning))
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{
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var state = isRunning ? component.RunningState : component.IdleState;
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sprite.LayerSetAnimationTime(LatheVisualLayers.IsRunning, 0f);
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sprite.LayerSetState(LatheVisualLayers.IsRunning, state);
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}
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if (args.Component.TryGetData(LatheVisuals.IsInserting, out bool isInserting))
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{
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if (args.Component.TryGetData(LatheVisuals.InsertingColor, out Color color))
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sprite.LayerSetColor(LatheVisualLayers.IsInserting, color);
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sprite.LayerSetAnimationTime(LatheVisualLayers.IsInserting, 0f);
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sprite.LayerSetVisible(LatheVisualLayers.IsInserting, isInserting);
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}
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}
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}
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}
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}
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public enum LatheVisualLayers : byte
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{
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IsRunning,
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IsInserting
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}
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@@ -1,134 +0,0 @@
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using System;
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using Content.Shared.Lathe;
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using Content.Shared.Power;
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using JetBrains.Annotations;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Client.Lathe.Visualizers
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{
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[UsedImplicitly]
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public sealed class AutolatheVisualizer : AppearanceVisualizer
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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private const string AnimationKey = "inserting_animation";
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private Animation _buildingAnimation;
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private Animation _insertingMetalAnimation;
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private Animation _insertingGlassAnimation;
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private Animation _insertingGoldAnimation;
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private Animation _insertingPlasmaAnimation;
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private Animation _insertingPlasticAnimation;
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public AutolatheVisualizer()
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{
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_buildingAnimation = PopulateAnimation("building", "building_unlit", 0.5f);
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_insertingMetalAnimation = PopulateAnimation("inserting_metal", "inserting_unlit", 0.5f);
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_insertingGlassAnimation = PopulateAnimation("inserting_glass", "inserting_unlit", 0.5f);
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_insertingGoldAnimation = PopulateAnimation("inserting_gold", "inserting_unlit", 0.5f);
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_insertingPlasmaAnimation = PopulateAnimation("inserting_plasma", "inserting_unlit", 0.5f);
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_insertingPlasticAnimation = PopulateAnimation("inserting_plastic", "inserting_unlit", 0.5f);
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}
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private Animation PopulateAnimation(string sprite, string spriteUnlit, float length)
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{
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var animation = new Animation {Length = TimeSpan.FromSeconds(length)};
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var flick = new AnimationTrackSpriteFlick();
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animation.AnimationTracks.Add(flick);
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flick.LayerKey = AutolatheVisualLayers.Base;
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flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame(sprite, 0f));
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var flickUnlit = new AnimationTrackSpriteFlick();
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animation.AnimationTracks.Add(flickUnlit);
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flickUnlit.LayerKey = AutolatheVisualLayers.BaseUnlit;
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flickUnlit.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame(spriteUnlit, 0f));
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return animation;
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}
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public override void InitializeEntity(EntityUid entity)
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{
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IoCManager.InjectDependencies(this);
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_entMan.EnsureComponent<AnimationPlayerComponent>(entity);
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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var sprite = _entMan.GetComponent<ISpriteComponent>(component.Owner);
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var animPlayer = _entMan.GetComponent<AnimationPlayerComponent>(component.Owner);
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if (!component.TryGetData(PowerDeviceVisuals.VisualState, out LatheVisualState state))
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{
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state = LatheVisualState.Idle;
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}
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sprite.LayerSetVisible(AutolatheVisualLayers.AnimationLayer, true);
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switch (state)
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{
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case LatheVisualState.Idle:
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if (animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Stop(AnimationKey);
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}
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sprite.LayerSetState(AutolatheVisualLayers.Base, "icon");
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sprite.LayerSetState(AutolatheVisualLayers.BaseUnlit, "unlit");
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sprite.LayerSetVisible(AutolatheVisualLayers.AnimationLayer, false);
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break;
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case LatheVisualState.Producing:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_buildingAnimation, AnimationKey);
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}
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break;
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case LatheVisualState.InsertingMetal:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_insertingMetalAnimation, AnimationKey);
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}
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break;
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case LatheVisualState.InsertingGlass:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_insertingGlassAnimation, AnimationKey);
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}
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break;
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case LatheVisualState.InsertingGold:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_insertingGoldAnimation, AnimationKey);
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}
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break;
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case LatheVisualState.InsertingPlasma:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_insertingPlasmaAnimation, AnimationKey);
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}
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break;
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case LatheVisualState.InsertingPlastic:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_insertingPlasticAnimation, AnimationKey);
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}
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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var glowingPartsVisible = !(component.TryGetData(PowerDeviceVisuals.Powered, out bool powered) && !powered);
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sprite.LayerSetVisible(AutolatheVisualLayers.BaseUnlit, glowingPartsVisible);
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}
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public enum AutolatheVisualLayers : byte
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{
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Base,
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BaseUnlit,
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AnimationLayer
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}
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}
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}
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@@ -1,134 +0,0 @@
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using System;
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using Content.Shared.Lathe;
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using Content.Shared.Power;
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using JetBrains.Annotations;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Client.Lathe.Visualizers
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{
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[UsedImplicitly]
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public sealed class ProtolatheVisualizer : AppearanceVisualizer
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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private const string AnimationKey = "inserting_animation";
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private Animation _buildingAnimation;
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private Animation _insertingMetalAnimation;
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private Animation _insertingGlassAnimation;
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private Animation _insertingGoldAnimation;
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private Animation _insertingPlasmaAnimation;
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private Animation _insertingPlasticAnimation;
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public ProtolatheVisualizer()
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{
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_buildingAnimation = PopulateAnimation("building", "building_unlit", 0.8f);
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_insertingMetalAnimation = PopulateAnimation("inserting_metal", "inserting_unlit", 0.8f);
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_insertingGlassAnimation = PopulateAnimation("inserting_glass", "inserting_unlit", 0.8f);
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_insertingGoldAnimation = PopulateAnimation("inserting_gold", "inserting_unlit", 0.8f);
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_insertingPlasmaAnimation = PopulateAnimation("inserting_plasma", "inserting_unlit", 0.8f);
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_insertingPlasticAnimation = PopulateAnimation("inserting_plastic", "inserting_unlit", 0.8f);
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}
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private Animation PopulateAnimation(string sprite, string spriteUnlit, float length)
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{
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var animation = new Animation { Length = TimeSpan.FromSeconds(length) };
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var flick = new AnimationTrackSpriteFlick();
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animation.AnimationTracks.Add(flick);
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flick.LayerKey = ProtolatheVisualLayers.Base;
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flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame(sprite, 0f));
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var flickUnlit = new AnimationTrackSpriteFlick();
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animation.AnimationTracks.Add(flickUnlit);
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flickUnlit.LayerKey = ProtolatheVisualLayers.BaseUnlit;
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flickUnlit.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame(spriteUnlit, 0f));
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return animation;
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}
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public override void InitializeEntity(EntityUid entity)
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{
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IoCManager.InjectDependencies(this);
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_entMan.EnsureComponent<AnimationPlayerComponent>(entity);
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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var sprite = _entMan.GetComponent<ISpriteComponent>(component.Owner);
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var animPlayer = _entMan.GetComponent<AnimationPlayerComponent>(component.Owner);
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if (!component.TryGetData(PowerDeviceVisuals.VisualState, out LatheVisualState state))
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{
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state = LatheVisualState.Idle;
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}
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sprite.LayerSetVisible(ProtolatheVisualLayers.AnimationLayer, true);
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switch (state)
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{
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case LatheVisualState.Idle:
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if (animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Stop(AnimationKey);
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}
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sprite.LayerSetState(ProtolatheVisualLayers.Base, "icon");
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sprite.LayerSetState(ProtolatheVisualLayers.BaseUnlit, "unlit");
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sprite.LayerSetVisible(ProtolatheVisualLayers.AnimationLayer, false);
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break;
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case LatheVisualState.Producing:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_buildingAnimation, AnimationKey);
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}
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break;
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case LatheVisualState.InsertingMetal:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_insertingMetalAnimation, AnimationKey);
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}
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break;
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case LatheVisualState.InsertingGlass:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_insertingGlassAnimation, AnimationKey);
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}
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break;
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case LatheVisualState.InsertingGold:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_insertingGoldAnimation, AnimationKey);
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}
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break;
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case LatheVisualState.InsertingPlasma:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_insertingPlasmaAnimation, AnimationKey);
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}
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break;
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case LatheVisualState.InsertingPlastic:
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_insertingPlasticAnimation, AnimationKey);
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}
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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var glowingPartsVisible = !(component.TryGetData(PowerDeviceVisuals.Powered, out bool powered) && !powered);
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sprite.LayerSetVisible(ProtolatheVisualLayers.BaseUnlit, glowingPartsVisible);
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}
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public enum ProtolatheVisualLayers : byte
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{
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Base,
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BaseUnlit,
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AnimationLayer
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}
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}
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}
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