Puddle Visuals: ECS/Refactor and fixes (#11941)
* Don't stop me now, cuz I'm havin' such a good time (I'm havin' a ball!) * YEET * No changes to intended behaviour at this point. Pretty much just a refactor + bugfixes. * tweaks to RandomizeState, removing an error caused by setting the state after setting the RSI * Comments cleanup and removed IsSlippery. To re-add soon for this PR. * test * We don't actually use this PuddleGeneric anywhere * cheeky * Uncheeky, and tweaks based on #8203 * Recheeky * A small price to pay for `checks passed` * Beauty, like ice, our footing does betray; Who can tread sure on the smooth, slippery way * Undo Slippery Checks * Begin smoothing. Need to fix the animation-not-playing bug again * Cleanup * animation bugfix * IgnoredComponents tests fix
This commit is contained in:
@@ -1,91 +0,0 @@
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using System;
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using System.Linq;
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using Content.Shared.Fluids;
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using JetBrains.Annotations;
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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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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Client.Fluids
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{
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[UsedImplicitly]
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public sealed class PuddleVisualizer : AppearanceVisualizer
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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// Whether the underlying solution color should be used
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[DataField("recolor")] public bool Recolor;
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// Whether the puddle has a unique sprite we don't want to overwrite
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[DataField("customPuddleSprite")] public bool CustomPuddleSprite;
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[Obsolete("Subscribe to your component being initialised instead.")]
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public override void InitializeEntity(EntityUid entity)
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{
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base.InitializeEntity(entity);
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out SpriteComponent? spriteComponent))
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{
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Logger.Warning($"Missing SpriteComponent for PuddleVisualizer on entityUid = {entity}");
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return;
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}
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IoCManager.InjectDependencies(this);
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var maxStates = spriteComponent.BaseRSI?.ToArray();
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if (maxStates is not { Length: > 0 }) return;
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var variant = _random.Next(0, maxStates.Length - 1);
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spriteComponent.LayerSetState(0, maxStates[variant].StateId);
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spriteComponent.Rotation = Angle.FromDegrees(_random.Next(0, 359));
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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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var entities = IoCManager.Resolve<IEntityManager>();
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if (component.TryGetData<float>(PuddleVisuals.VolumeScale, out var volumeScale) &&
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entities.TryGetComponent<SpriteComponent>(component.Owner, out var spriteComponent))
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{
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component.TryGetData<bool>(PuddleVisuals.ForceWetFloorSprite, out var forceWetFloorSprite);
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var cappedScale = Math.Min(1.0f, volumeScale * 0.75f +0.25f);
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UpdateVisual(component, spriteComponent, cappedScale, forceWetFloorSprite);
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}
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}
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private void UpdateVisual(AppearanceComponent component, SpriteComponent spriteComponent, float cappedScale, bool forceWetFloorSprite)
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{
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Color newColor;
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if (Recolor && component.TryGetData<Color>(PuddleVisuals.SolutionColor, out var solutionColor))
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{
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newColor = solutionColor.WithAlpha(cappedScale);
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}
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else
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{
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newColor = spriteComponent.Color.WithAlpha(cappedScale);
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}
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spriteComponent.Color = newColor;
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if (forceWetFloorSprite)
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{
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//Change the puddle's sprite to the wet floor sprite
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spriteComponent.LayerSetState(0, "sparkles", "Fluids/wet_floor_sparkles.rsi");
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spriteComponent.Color = spriteComponent.Color.WithAlpha(0.25f); //should be mostly transparent.
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}
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else if(!CustomPuddleSprite)
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{
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spriteComponent.LayerSetState(0, "smear-0", "Fluids/smear.rsi"); // TODO: need a way to implement the random smears again when the mop creates new puddles.
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}
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}
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}
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}
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30
Content.Client/Fluids/PuddleVisualizerComponent.cs
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30
Content.Client/Fluids/PuddleVisualizerComponent.cs
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using Content.Shared.FixedPoint;
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using Robust.Client.Graphics;
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namespace Content.Client.Fluids
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{
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[RegisterComponent]
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public sealed class PuddleVisualizerComponent : Component
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{
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// Whether the underlying solution color should be used. True in most cases.
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[DataField("recolor")] public bool Recolor = true;
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// Whether the puddle has a unique sprite we don't want to overwrite
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[DataField("customPuddleSprite")] public bool CustomPuddleSprite;
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// Puddles may change which RSI they use for their sprites (e.g. wet floor effects). This field will store the original RSI they used.
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[DataField("originalRsi")] public RSI? OriginalRsi;
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/// <summary>
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/// Puddles with volume below this threshold are able to have their sprite changed to a wet floor effect, though this is not the only factor.
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/// </summary>
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[DataField("wetFloorEffectThreshold")]
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public FixedPoint2 WetFloorEffectThreshold = FixedPoint2.New(5);
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/// <summary>
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/// Alpha (opacity) of the wet floor sparkle effect. Higher alpha = more opaque/visible.
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/// </summary>
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[DataField("wetFloorEffectAlpha")]
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public float WetFloorEffectAlpha = 0.75f; //should be somewhat transparent by default.
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}
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}
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131
Content.Client/Fluids/PuddleVisualizerSystem.cs
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131
Content.Client/Fluids/PuddleVisualizerSystem.cs
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using System.Linq;
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using Content.Shared.Fluids;
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using Content.Shared.FixedPoint;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.Random;
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namespace Content.Client.Fluids
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{
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[UsedImplicitly]
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public sealed class PuddleVisualizerSystem : VisualizerSystem<PuddleVisualizerComponent>
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PuddleVisualizerComponent, ComponentInit>(OnComponentInit);
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}
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private void OnComponentInit(EntityUid uid, PuddleVisualizerComponent puddleVisuals, ComponentInit args)
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{
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if (!TryComp(uid, out AppearanceComponent? appearance))
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{
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return;
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}
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if (!TryComp(uid, out SpriteComponent? sprite))
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{
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return;
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}
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puddleVisuals.OriginalRsi = sprite.BaseRSI; //Back up the original RSI upon initialization
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RandomizeState(sprite, puddleVisuals.OriginalRsi);
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RandomizeRotation(sprite);
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}
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protected override void OnAppearanceChange(EntityUid uid, PuddleVisualizerComponent component, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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{
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Logger.Warning($"Missing SpriteComponent for PuddleVisualizerSystem on entityUid = {uid}");
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return;
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}
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if (args.Component.TryGetData(PuddleVisuals.VolumeScale, out float volumeScale)
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&& args.Component.TryGetData(PuddleVisuals.CurrentVolume, out FixedPoint2 currentVolume)
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&& args.Component.TryGetData(PuddleVisuals.SolutionColor, out Color solutionColor)
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&& args.Component.TryGetData(PuddleVisuals.IsEvaporatingVisual, out bool isEvaporating))
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{
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// volumeScale is our opacity based on level of fullness to overflow. The lower bound is hard-capped for visibility reasons.
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var cappedScale = Math.Min(1.0f, volumeScale * 0.75f + 0.25f);
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Color newColor;
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if (component.Recolor)
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{
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newColor = solutionColor.WithAlpha(cappedScale);
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}
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else
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{
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newColor = args.Sprite.Color.WithAlpha(cappedScale);
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}
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args.Sprite.LayerSetColor(0, newColor);
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if (component.CustomPuddleSprite) //Don't consider wet floor effects if we're using a custom sprite.
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{
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return;
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}
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bool wetFloorEffectNeeded;
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if (isEvaporating
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&& currentVolume < component.WetFloorEffectThreshold)
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{
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wetFloorEffectNeeded = true;
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}
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else
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wetFloorEffectNeeded = false;
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if (wetFloorEffectNeeded)
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{
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if (args.Sprite.LayerGetState(0) != "sparkles") // If we need the effect but don't already have it - start it
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{
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StartWetFloorEffect(args.Sprite, component.WetFloorEffectAlpha);
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}
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}
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else
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{
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if (args.Sprite.LayerGetState(0) == "sparkles") // If we have the effect but don't need it - end it
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EndWetFloorEffect(args.Sprite, component.OriginalRsi);
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}
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}
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else
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{
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return;
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}
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}
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private void StartWetFloorEffect(SpriteComponent sprite, float alpha)
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{
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sprite.LayerSetState(0, "sparkles", "Fluids/wet_floor_sparkles.rsi");
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sprite.Color = sprite.Color.WithAlpha(alpha);
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sprite.LayerSetAutoAnimated(0, false);
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sprite.LayerSetAutoAnimated(0, true); //fixes a bug where the sparkle effect would sometimes freeze on a single frame.
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}
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private void EndWetFloorEffect(SpriteComponent sprite, RSI? originalRSI)
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{
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RandomizeState(sprite, originalRSI);
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sprite.LayerSetAutoAnimated(0, false);
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}
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private void RandomizeState(SpriteComponent sprite, RSI? rsi)
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{
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var maxStates = rsi?.ToArray();
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if (maxStates is not { Length: > 0 }) return;
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var selectedState = _random.Next(0, maxStates.Length - 1); //randomly select an index for which RSI state to use.
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sprite.LayerSetState(0, maxStates[selectedState].StateId, rsi); // sets the sprite's state via our randomly selected index.
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}
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private void RandomizeRotation(SpriteComponent sprite)
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{
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float rotationDegrees = _random.Next(0, 359); // randomly select a rotation for our puddle sprite.
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sprite.Rotation = Angle.FromDegrees(rotationDegrees); // sets the sprite's rotation to the one we randomly selected.
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}
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}
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}
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