FlashLightVisualizer refactor + low power handheld light light radius fix (#11768)
* refactor: Removes FlashLightVisualizer (based on obsolete code) in favor or merging its functionality with HandheldLightComponent fix: Low power lighting radius animations for lanterns, floodlights and flashlights now properly restore the original light radius when going back to full power * refactor: Use the LightBehaviour component to animate HandheldLights refactor: Remove unneeded HandheldLight definitions in some yaml files (already inherited by parents) fix: Properly change the server side PointLightComponent Enabled property when turning HandheldLights on/off feat: ReverseWhenFinished property on Fade light behaviours * Empty commit to rerun CI with the new engine PR * fix: Restore the correct HandheldLight addPrefix property, whoops * refactor: blinkingBehaviourID -> blinkingBehaviourId, radiatingBehaviourID -> radiatingBehaviourId
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@@ -177,6 +177,14 @@ namespace Content.Client.Light.Components
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[UsedImplicitly]
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public sealed class FadeBehaviour : LightBehaviourAnimationTrack
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{
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/// <summary>
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/// Automatically reverse the animation when EndValue is reached. In this particular case, MaxTime specifies the
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/// time of the full animation, including the reverse interpolation.
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/// </summary>
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[DataField("reverseWhenFinished")]
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[ViewVariables]
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public bool ReverseWhenFinished { get; set; }
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public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(
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object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime)
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{
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@@ -189,22 +197,42 @@ namespace Content.Client.Light.Components
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return (-1, playingTime);
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}
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switch (InterpolateMode)
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// From 0 to MaxTime/2, we go from StartValue to EndValue. From MaxTime/2 to MaxTime, we reverse this interpolation.
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if (ReverseWhenFinished)
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{
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case AnimationInterpolationMode.Linear:
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ApplyProperty(InterpolateLinear(StartValue, EndValue, interpolateValue));
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break;
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case AnimationInterpolationMode.Cubic:
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ApplyProperty(InterpolateCubic(EndValue, StartValue, EndValue, StartValue, interpolateValue));
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break;
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default:
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case AnimationInterpolationMode.Nearest:
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ApplyProperty(interpolateValue < 0.5f ? StartValue : EndValue);
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break;
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if (interpolateValue < 0.5f)
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{
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ApplyInterpolation(StartValue, EndValue, interpolateValue*2);
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}
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else
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{
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ApplyInterpolation(EndValue, StartValue, (interpolateValue-0.5f)*2);
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}
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}
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else
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{
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ApplyInterpolation(StartValue, EndValue, interpolateValue);
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}
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return (-1, playingTime);
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}
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private void ApplyInterpolation(float start, float end, float interpolateValue)
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{
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switch (InterpolateMode)
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{
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case AnimationInterpolationMode.Linear:
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ApplyProperty(InterpolateLinear(start, end, interpolateValue));
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break;
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case AnimationInterpolationMode.Cubic:
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ApplyProperty(InterpolateCubic(end, start, end, start, interpolateValue));
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break;
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default:
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case AnimationInterpolationMode.Nearest:
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ApplyProperty(interpolateValue < 0.5f ? start : end);
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break;
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}
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}
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}
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/// <summary>
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@@ -369,11 +397,8 @@ namespace Content.Client.Light.Components
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[ViewVariables(VVAccess.ReadOnly)]
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private readonly List<AnimationContainer> _animations = new();
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private float _originalRadius;
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private float _originalEnergy;
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private Angle _originalRotation;
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private Color _originalColor;
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private bool _originalEnabled;
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[ViewVariables(VVAccess.ReadOnly)]
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private Dictionary<string, object> _originalPropertyValues = new();
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void ISerializationHooks.AfterDeserialization()
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{
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@@ -395,8 +420,6 @@ namespace Content.Client.Light.Components
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{
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base.Startup();
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CopyLightSettings();
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// TODO: Do NOT ensure component here. And use eventbus events instead...
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Owner.EnsureComponent<AnimationPlayerComponent>();
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@@ -445,15 +468,15 @@ namespace Content.Client.Light.Components
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/// <summary>
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/// If we disable all the light behaviours we want to be able to revert the light to its original state.
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/// </summary>
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private void CopyLightSettings()
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private void CopyLightSettings(string property)
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{
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if (_entMan.TryGetComponent(Owner, out PointLightComponent? light))
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{
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_originalColor = light.Color;
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_originalEnabled = light.Enabled;
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_originalEnergy = light.Energy;
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_originalRadius = light.Radius;
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_originalRotation = light.Rotation;
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var propertyValue = AnimationHelper.GetAnimatableProperty(light, property);
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if (propertyValue != null)
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{
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_originalPropertyValues.Add(property, propertyValue);
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}
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}
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else
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{
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@@ -479,6 +502,7 @@ namespace Content.Client.Light.Components
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{
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if (!animation.HasRunningAnimation(KeyPrefix + container.Key))
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{
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CopyLightSettings(container.LightBehaviour.Property);
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container.LightBehaviour.UpdatePlaybackValues(container.Animation);
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animation.Play(container.Animation, KeyPrefix + container.Key);
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}
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@@ -526,12 +550,27 @@ namespace Content.Client.Light.Components
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if (resetToOriginalSettings && _entMan.TryGetComponent(Owner, out PointLightComponent? light))
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{
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light.Color = _originalColor;
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light.Enabled = _originalEnabled;
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light.Energy = _originalEnergy;
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light.Radius = _originalRadius;
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light.Rotation = _originalRotation;
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foreach (var (property, value) in _originalPropertyValues)
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{
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AnimationHelper.SetAnimatableProperty(light, property, value);
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}
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}
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_originalPropertyValues.Clear();
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}
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/// <summary>
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/// Checks if at least one behaviour is running.
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/// </summary>
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/// <returns>Whether at least one behaviour is running, false if none is.</returns>
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public bool HasRunningBehaviours()
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{
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if (!_entMan.TryGetComponent(Owner, out AnimationPlayerComponent? animation))
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{
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return false;
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}
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return _animations.Any(container => animation.HasRunningAnimation(KeyPrefix + container.Key));
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}
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/// <summary>
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@@ -1,7 +1,10 @@
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using Content.Client.Items;
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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 Content.Shared.Toggleable;
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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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namespace Content.Client.Light;
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@@ -12,10 +15,56 @@ public sealed class HandheldLightSystem : SharedHandheldLightSystem
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base.Initialize();
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SubscribeLocalEvent<HandheldLightComponent, ItemStatusCollectMessage>(OnGetStatusControl);
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SubscribeLocalEvent<HandheldLightComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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private static void OnGetStatusControl(EntityUid uid, HandheldLightComponent component, ItemStatusCollectMessage args)
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{
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args.Controls.Add(new HandheldLightStatus(component));
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}
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private void OnAppearanceChange(EntityUid uid, HandheldLightComponent? component, ref AppearanceChangeEvent args)
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{
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if (!Resolve(uid, ref component))
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{
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return;
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}
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if (!args.Component.TryGetData(ToggleableLightVisuals.Enabled, out bool enabled))
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{
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return;
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}
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if (!args.Component.TryGetData(HandheldLightVisuals.Power,
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out HandheldLightPowerStates state))
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{
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return;
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}
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if (TryComp<LightBehaviourComponent>(uid, out var lightBehaviour))
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{
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// Reset any running behaviour to reset the animated properties back to the original value, to avoid conflicts between resets
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if (lightBehaviour.HasRunningBehaviours())
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{
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lightBehaviour.StopLightBehaviour(resetToOriginalSettings: true);
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}
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if (!enabled)
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{
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return;
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}
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switch (state)
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{
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case HandheldLightPowerStates.FullPower:
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break; // We just needed to reset all behaviours
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case HandheldLightPowerStates.LowPower:
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lightBehaviour.StartLightBehaviour(component.RadiatingBehaviourId);
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break;
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case HandheldLightPowerStates.Dying:
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lightBehaviour.StartLightBehaviour(component.BlinkingBehaviourId);
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break;
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}
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}
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}
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}
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@@ -1,52 +0,0 @@
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using System;
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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.Animations;
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using Robust.Shared.GameObjects;
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namespace Content.Client.Light
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{
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[UsedImplicitly]
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public sealed class LanternVisualizer : AppearanceVisualizer
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{
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private readonly Animation _radiatingLightAnimation = new()
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{
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Length = TimeSpan.FromSeconds(5),
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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.Radius),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(3.0f, 0),
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new AnimationTrackProperty.KeyFrame(2.0f, 1.5f),
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new AnimationTrackProperty.KeyFrame(3.0f, 3f)
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}
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}
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}
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};
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[Obsolete("Subscribe to AppearanceChangeEvent instead.")]
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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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if (!component.Initialized)
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return;
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PlayAnimation(component);
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}
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private void PlayAnimation(AppearanceComponent component)
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{
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component.Owner.EnsureComponent(out AnimationPlayerComponent animationPlayer);
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if (animationPlayer.HasRunningAnimation("radiatingLight")) return;
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animationPlayer.Play(_radiatingLightAnimation, "radiatingLight");
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animationPlayer.AnimationCompleted += s => animationPlayer.Play(_radiatingLightAnimation, s);
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}
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}
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}
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@@ -1,115 +0,0 @@
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using System;
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using Content.Shared.Light;
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using Content.Shared.Light.Component;
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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.Animations;
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using Robust.Shared.GameObjects;
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namespace Content.Client.Light.Visualizers
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{
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[UsedImplicitly]
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public sealed class FlashLightVisualizer : AppearanceVisualizer
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{
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private readonly Animation _radiatingLightAnimation = new()
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{
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Length = TimeSpan.FromSeconds(1),
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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.Radius),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(3.0f, 0),
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new AnimationTrackProperty.KeyFrame(2.0f, 0.5f),
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new AnimationTrackProperty.KeyFrame(3.0f, 1)
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}
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}
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}
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};
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private readonly Animation _blinkingLightAnimation = new()
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{
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Length = TimeSpan.FromSeconds(1),
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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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//To create the blinking effect we go from nearly zero radius, to the light radius, and back
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//We do this instead of messing with the `PointLightComponent.enabled` because we don't want the animation to affect component behavior
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InterpolationMode = AnimationInterpolationMode.Nearest,
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Property = nameof(PointLightComponent.Radius),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(0.1f, 0),
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new AnimationTrackProperty.KeyFrame(2f, 0.5f),
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new AnimationTrackProperty.KeyFrame(0.1f, 1)
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}
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}
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}
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};
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private Action<string>? _radiatingCallback;
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private Action<string>? _blinkingCallback;
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[Obsolete("Subscribe to AppearanceChangeEvent instead.")]
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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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if (component.TryGetData(HandheldLightVisuals.Power,
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out HandheldLightPowerStates state))
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{
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PlayAnimation(component, state);
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}
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}
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private void PlayAnimation(AppearanceComponent component, HandheldLightPowerStates state)
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{
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component.Owner.EnsureComponent(out AnimationPlayerComponent animationPlayer);
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switch (state)
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{
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case HandheldLightPowerStates.LowPower:
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if (!animationPlayer.HasRunningAnimation("radiatingLight"))
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{
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animationPlayer.Play(_radiatingLightAnimation, "radiatingLight");
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_radiatingCallback = (s) => animationPlayer.Play(_radiatingLightAnimation, s);
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animationPlayer.AnimationCompleted += _radiatingCallback;
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}
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break;
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case HandheldLightPowerStates.Dying:
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animationPlayer.Stop("radiatingLight");
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animationPlayer.AnimationCompleted -= _radiatingCallback;
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if (!animationPlayer.HasRunningAnimation("blinkingLight"))
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{
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animationPlayer.Play(_blinkingLightAnimation, "blinkingLight");
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_blinkingCallback = (s) => animationPlayer.Play(_blinkingLightAnimation, s);
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animationPlayer.AnimationCompleted += _blinkingCallback;
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}
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break;
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case HandheldLightPowerStates.FullPower:
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if (animationPlayer.HasRunningAnimation("blinkingLight"))
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{
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animationPlayer.Stop("blinkingLight");
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animationPlayer.AnimationCompleted -= _blinkingCallback;
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}
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if (animationPlayer.HasRunningAnimation("radiatingLight"))
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{
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animationPlayer.Stop("radiatingLight");
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animationPlayer.AnimationCompleted -= _radiatingCallback;
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}
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break;
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}
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}
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}
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}
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