Make energy swords use RgbLightController (#7344)
This commit is contained in:
@@ -1,17 +1,10 @@
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using Content.Client.Items.Components;
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using Content.Shared.Hands.Components;
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using Content.Shared.Light.Component;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Timing;
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using System.Collections.Generic;
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using static Robust.Client.UserInterface.Controls.BoxContainer;
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using static Robust.Shared.GameObjects.SharedSpriteComponent;
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namespace Content.Client.Light.Components
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{
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@@ -32,26 +25,6 @@ namespace Content.Client.Light.Components
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[DataField("addPrefix")]
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public bool AddPrefix = false;
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/// <summary>
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/// Sprite layer that will have it's visibility toggled when this item is toggled.
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/// </summary>
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[DataField("layer")]
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public string Layer = "light";
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/// <summary>
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/// Layers to add to the sprite of the player that is holding this entity.
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/// </summary>
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[DataField("inhandVisuals")]
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public Dictionary<HandLocation, List<PrototypeLayerData>> InhandVisuals = new();
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/// <summary>
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/// Layers to add to the sprite of the player that is wearing this entity.
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/// </summary>
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[DataField("clothingVisuals")]
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public readonly Dictionary<string, List<PrototypeLayerData>> ClothingVisuals = new();
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public Color Color { get; internal set; }
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public Control MakeControl()
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{
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return new StatusControl(this);
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@@ -1,13 +1,8 @@
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using Content.Client.Clothing;
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using Content.Client.Items.Systems;
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using Content.Client.Light.Components;
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using Content.Shared.Clothing;
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using Content.Shared.Hands;
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using Content.Shared.Item;
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using Content.Shared.Light.Component;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameStates;
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using System.Linq;
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namespace Content.Client.Light;
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@@ -19,59 +14,6 @@ public sealed class HandheldLightSystem : EntitySystem
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{
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base.Initialize();
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SubscribeLocalEvent<HandheldLightComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<HandheldLightComponent, GetInhandVisualsEvent>(OnGetHeldVisuals, after: new[] { typeof(ItemSystem) } );
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SubscribeLocalEvent<HandheldLightComponent, GetEquipmentVisualsEvent>(OnGetEquipmentVisuals, after: new[] { typeof(ClothingSystem)});
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}
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/// <summary>
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/// Add the unshaded light overlays to any clothing sprites.
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/// </summary>
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private void OnGetEquipmentVisuals(EntityUid uid, HandheldLightComponent component, GetEquipmentVisualsEvent args)
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{
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if (!component.Activated)
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return;
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if (!component.ClothingVisuals.TryGetValue(args.Slot, out var layers))
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return;
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var i = 0;
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foreach (var layer in layers)
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{
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var key = layer.MapKeys?.FirstOrDefault();
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if (key == null)
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{
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key = i == 0 ? $"{args.Slot}-light" : $"{args.Slot}-light-{i}";
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i++;
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}
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args.Layers.Add((key, layer));
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}
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}
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/// <summary>
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/// Add the unshaded light overlays to any in-hand sprites.
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/// </summary>
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private void OnGetHeldVisuals(EntityUid uid, HandheldLightComponent component, GetInhandVisualsEvent args)
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{
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if (!component.Activated)
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return;
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if (!component.InhandVisuals.TryGetValue(args.Location, out var layers))
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return;
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var i = 0;
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var defaultKey = $"inhand-{args.Location.ToString().ToLowerInvariant()}-light";
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foreach (var layer in layers)
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{
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var key = layer.MapKeys?.FirstOrDefault();
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if (key == null)
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{
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key = i == 0 ? defaultKey : $"{defaultKey}-{i}";
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i++;
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}
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args.Layers.Add((key, layer));
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}
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}
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private void OnHandleState(EntityUid uid, HandheldLightComponent component, ref ComponentHandleState args)
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@@ -85,21 +27,13 @@ public sealed class HandheldLightSystem : EntitySystem
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return;
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component.Activated = state.Activated;
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_itemSys.VisualsChanged(uid);
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if (TryComp(component.Owner, out SpriteComponent? sprite))
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{
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sprite.LayerSetVisible(component.Layer, state.Activated);
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}
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if (TryComp(uid, out PointLightComponent? light))
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{
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light.Enabled = state.Activated;
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}
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// really hand-held lights should be using a separate unshaded layer. (see FlashlightVisualizer)
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// this prefix stuff is largely for backwards compatibility with RSIs/yamls that have not been updated.
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if (component.AddPrefix && TryComp(uid, out SharedItemComponent? item))
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{
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item.EquippedPrefix = state.Activated ? "on" : "off";
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_itemSys.VisualsChanged(uid);
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}
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}
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}
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33
Content.Client/Toggleable/ToggleableLightVisualsComponent.cs
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33
Content.Client/Toggleable/ToggleableLightVisualsComponent.cs
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@@ -0,0 +1,33 @@
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using Content.Shared.Hands.Components;
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using static Robust.Shared.GameObjects.SharedSpriteComponent;
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namespace Content.Client.Toggleable;
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/// <summary>
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/// Component that handles the toggling the visuals of some light emitting entity.
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/// </summary>
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/// <remarks>
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/// This will toggle the visibility of layers on an entity's sprite, the in-hand visuals, and the clothing/equipment
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/// visuals. This will modify the color of any attached point lights.
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/// </remarks>
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[RegisterComponent]
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public sealed class ToggleableLightVisualsComponent : Component
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{
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/// <summary>
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/// Sprite layer that will have it's visibility toggled when this item is toggled.
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/// </summary>
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[DataField("spriteLayer")]
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public string SpriteLayer = "light";
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/// <summary>
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/// Layers to add to the sprite of the player that is holding this entity (while the component is toggled on).
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/// </summary>
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[DataField("inhandVisuals")]
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public Dictionary<HandLocation, List<PrototypeLayerData>> InhandVisuals = new();
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/// <summary>
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/// Layers to add to the sprite of the player that is wearing this entity (while the component is toggled on).
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/// </summary>
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[DataField("clothingVisuals")]
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public readonly Dictionary<string, List<PrototypeLayerData>> ClothingVisuals = new();
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}
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113
Content.Client/Toggleable/ToggleableLightVisualsSystem.cs
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113
Content.Client/Toggleable/ToggleableLightVisualsSystem.cs
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@@ -0,0 +1,113 @@
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using Content.Client.Clothing;
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using Content.Client.Items.Systems;
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using Content.Shared.Clothing;
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using Content.Shared.Hands;
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using Content.Shared.Item;
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using Content.Shared.Toggleable;
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using Robust.Client.GameObjects;
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using Robust.Shared.Utility;
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using System.Linq;
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namespace Content.Client.Toggleable;
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public sealed class ToggleableLightVisualsSystem : VisualizerSystem<ToggleableLightVisualsComponent>
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{
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[Dependency] private readonly SharedItemSystem _itemSys = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ToggleableLightVisualsComponent, GetInhandVisualsEvent>(OnGetHeldVisuals, after: new[] { typeof(ItemSystem) });
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SubscribeLocalEvent<ToggleableLightVisualsComponent, GetEquipmentVisualsEvent>(OnGetEquipmentVisuals, after: new[] { typeof(ClothingSystem) });
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}
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protected override void OnAppearanceChange(EntityUid uid, ToggleableLightVisualsComponent component, ref AppearanceChangeEvent args)
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{
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if (!args.Component.TryGetData(ToggleableLightVisuals.Enabled, out bool enabled))
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return;
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var modulate = args.Component.TryGetData(ToggleableLightVisuals.Color, out Color color);
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// Update the item's sprite
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if (TryComp(uid, out SpriteComponent? sprite) && sprite.LayerMapTryGet(component.SpriteLayer, out var layer))
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{
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sprite.LayerSetVisible(layer, enabled);
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if (modulate)
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sprite.LayerSetColor(layer, color);
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}
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// Update any point-lights
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if (TryComp(uid, out PointLightComponent? light))
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{
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DebugTools.Assert(!light.NetSyncEnabled, "light visualizers require point lights without net-sync");
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light.Enabled = enabled;
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if (enabled && modulate)
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light.Color = color;
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}
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// update clothing & in-hand visuals.
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_itemSys.VisualsChanged(uid);
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}
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/// <summary>
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/// Add the unshaded light overlays to any clothing sprites.
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/// </summary>
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private void OnGetEquipmentVisuals(EntityUid uid, ToggleableLightVisualsComponent component, GetEquipmentVisualsEvent args)
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{
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if (!TryComp(uid, out AppearanceComponent? appearance)
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|| !appearance.TryGetData(ToggleableLightVisuals.Enabled, out bool enabled)
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|| !enabled)
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return;
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if (!component.ClothingVisuals.TryGetValue(args.Slot, out var layers))
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return;
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var modulate = appearance.TryGetData(ToggleableLightVisuals.Color, out Color color);
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var i = 0;
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foreach (var layer in layers)
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{
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var key = layer.MapKeys?.FirstOrDefault();
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if (key == null)
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{
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key = i == 0 ? $"{args.Slot}-toggle" : $"{args.Slot}-toggle-{i}";
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i++;
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}
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if (modulate)
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layer.Color = color;
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args.Layers.Add((key, layer));
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}
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}
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private void OnGetHeldVisuals(EntityUid uid, ToggleableLightVisualsComponent component, GetInhandVisualsEvent args)
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{
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if (!TryComp(uid, out AppearanceComponent? appearance)
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|| !appearance.TryGetData(ToggleableLightVisuals.Enabled, out bool enabled)
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|| !enabled)
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return;
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if (!component.InhandVisuals.TryGetValue(args.Location, out var layers))
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return;
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var modulate = appearance.TryGetData(ToggleableLightVisuals.Color, out Color color);
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var i = 0;
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var defaultKey = $"inhand-{args.Location.ToString().ToLowerInvariant()}-toggle";
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foreach (var layer in layers)
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{
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var key = layer.MapKeys?.FirstOrDefault();
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if (key == null)
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{
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key = i == 0 ? defaultKey : $"{defaultKey}-{i}";
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i++;
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}
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if (modulate)
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layer.Color = color;
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args.Layers.Add((key, layer));
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}
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}
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}
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@@ -1,96 +0,0 @@
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using Content.Shared.Item;
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using Content.Shared.Weapons.Melee;
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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.Maths;
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namespace Content.Client.Weapons.Melee;
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public sealed class EnergySwordVisualizer : AppearanceVisualizer
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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 entManager = IoCManager.Resolve<IEntityManager>();
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component.TryGetData(EnergySwordVisuals.State, out EnergySwordStatus? status);
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status ??= EnergySwordStatus.Off;
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component.TryGetData(EnergySwordVisuals.Color, out Color? color);
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color ??= Color.DodgerBlue;
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entManager.TryGetComponent(component.Owner, out SpriteComponent? spriteComponent);
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if ((status & EnergySwordStatus.On) != 0x0)
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{
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TurnOn(component, status.Value, color.Value, entManager, spriteComponent);
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}
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else
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{
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TurnOff(component, status.Value, entManager, spriteComponent);
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}
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}
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private void TurnOn(
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AppearanceComponent component,
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EnergySwordStatus status,
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Color color,
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IEntityManager entManager,
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SpriteComponent? spriteComponent = null)
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{
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if ((status & EnergySwordStatus.Hacked) != 0x0)
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{
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if (entManager.TryGetComponent(component.Owner, out SharedItemComponent? itemComponent))
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{
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itemComponent.EquippedPrefix = "on-rainbow";
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}
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//todo: figure out how to use the RGBLightControllerSystem to phase out the rainbow sprite AND add lights.
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spriteComponent?.LayerSetColor(1, Color.White);
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spriteComponent?.LayerSetVisible(1, false);
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spriteComponent?.LayerSetState(0, "e_sword_rainbow_on");
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}
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else
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{
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if (entManager.TryGetComponent(component.Owner, out SharedItemComponent? itemComponent))
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{
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itemComponent.EquippedPrefix = "on";
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itemComponent.Color = color;
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}
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spriteComponent?.LayerSetColor(1, color);
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spriteComponent?.LayerSetVisible(1, true);
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if (entManager.TryGetComponent(component.Owner, out PointLightComponent? pointLightComponent))
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{
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pointLightComponent.Color = color;
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pointLightComponent.Enabled = true;
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}
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}
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}
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private void TurnOff(
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AppearanceComponent component,
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EnergySwordStatus status,
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IEntityManager entManager,
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SpriteComponent? spriteComponent = null)
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{
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if (entManager.TryGetComponent(component.Owner, out SharedItemComponent? itemComponent))
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{
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itemComponent.EquippedPrefix = "off";
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}
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if ((status & EnergySwordStatus.Hacked) != 0x0)
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{
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spriteComponent?.LayerSetState(0, "e_sword");
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}
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else
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{
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spriteComponent?.LayerSetVisible(1, false);
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}
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if (entManager.TryGetComponent(component.Owner, out PointLightComponent? pointLightComponent))
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{
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pointLightComponent.Enabled = false;
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}
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}
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}
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