Add Flashlight Visualizer/states (#1861)
* Add art assets for cloning * Added a 'Scan DNA' button to the medical scanner * Made the UI update unconditional for the medical scanner until checks for power changes are in place * Update Medical scanner to reflect powered status and fix #1774 * added a 'scan dna' button the the medical scanner that will add the contained bodies Uid to a list in CloningSystem, fixed an issue with the menu not populating if the scanner starts in an unpowered state * Add disabling logic to 'Scan DNA' button on medical scanner * Removed un-used libraries * Added playing parameter to radiatingLightComponent, changed it's animation key to radiatingLight * refactored RadiatingLight into a visualizer * Added different light animations for differnt power states of a flashlight * split out the radiating light visualizer into two seperate visualizers * further refactored and tweaked handheldlight animations * further lantern light tweaks * removed un-used attributes in flashlight and lantern prototypes * fix null check in handheldlightcomponent
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119
Content.Client/GameObjects/Components/FlashLightVisualizer.cs
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119
Content.Client/GameObjects/Components/FlashLightVisualizer.cs
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using System;
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using Content.Shared.GameObjects.Components;
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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.Client.GameObjects.Components.Animations;
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using Robust.Shared.Animations;
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using Robust.Shared.GameObjects;
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namespace Content.Client.GameObjects.Components
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{
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[UsedImplicitly]
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public class FlashLightVisualizer : AppearanceVisualizer
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{
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private readonly Animation _radiatingLightAnimation = new Animation
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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 Animation
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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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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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if (component.Deleted)
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{
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return;
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}
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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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