Re-organize all projects (#4166)
This commit is contained in:
@@ -0,0 +1,38 @@
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using Content.Client.Light.Components;
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using Content.Shared.Light.Component;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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namespace Content.Client.Light.Visualizers
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{
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[UsedImplicitly]
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public class ExpendableLightVisualizer : 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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if (component.Deleted)
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{
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return;
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}
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if (component.TryGetData(ExpendableLightVisuals.State, out string lightBehaviourID))
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{
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if (component.Owner.TryGetComponent<LightBehaviourComponent>(out var lightBehaviour))
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{
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lightBehaviour.StopLightBehaviour();
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if (lightBehaviourID != string.Empty)
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{
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lightBehaviour.StartLightBehaviour(lightBehaviourID);
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}
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else if (component.Owner.TryGetComponent<PointLightComponent>(out var light))
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{
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light.Enabled = false;
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}
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}
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}
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}
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}
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}
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117
Content.Client/Light/Visualizers/FlashLightVisualizer.cs
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117
Content.Client/Light/Visualizers/FlashLightVisualizer.cs
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@@ -0,0 +1,117 @@
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using System;
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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 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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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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142
Content.Client/Light/Visualizers/PoweredLightVisualizer.cs
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142
Content.Client/Light/Visualizers/PoweredLightVisualizer.cs
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@@ -0,0 +1,142 @@
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#nullable enable
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using System;
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using Content.Shared.Light;
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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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using Robust.Shared.IoC;
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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.Light.Visualizers
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{
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[UsedImplicitly]
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public class PoweredLightVisualizer : AppearanceVisualizer
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{
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[DataField("minBlinkingTime")] private float _minBlinkingTime = 0.5f;
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[DataField("maxBlinkingTime")] private float _maxBlinkingTime = 2;
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[DataField("blinkingSound")] private string? _blinkingSound;
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private bool _wasBlinking;
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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.Owner.TryGetComponent(out ISpriteComponent? sprite)) return;
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if (!component.Owner.TryGetComponent(out PointLightComponent? light)) return;
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if (!component.TryGetData(PoweredLightVisuals.BulbState, out PoweredLightState state)) return;
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switch (state)
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{
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case PoweredLightState.Empty:
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sprite.LayerSetState(PoweredLightLayers.Base, "empty");
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ToggleBlinkingAnimation(component, false);
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light.Enabled = false;
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break;
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case PoweredLightState.Off:
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sprite.LayerSetState(PoweredLightLayers.Base, "off");
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ToggleBlinkingAnimation(component, false);
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light.Enabled = false;
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break;
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case PoweredLightState.On:
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if (component.TryGetData(PoweredLightVisuals.BulbColor, out Color color))
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light.Color = color;
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if (component.TryGetData(PoweredLightVisuals.Blinking, out bool isBlinking))
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ToggleBlinkingAnimation(component, isBlinking);
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if (!isBlinking)
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{
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sprite.LayerSetState(PoweredLightLayers.Base, "on");
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light.Enabled = true;
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}
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break;
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case PoweredLightState.Broken:
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sprite.LayerSetState(PoweredLightLayers.Base, "broken");
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ToggleBlinkingAnimation(component, false);
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light.Enabled = false;
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break;
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case PoweredLightState.Burned:
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sprite.LayerSetState(PoweredLightLayers.Base, "burn");
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ToggleBlinkingAnimation(component, false);
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light.Enabled = false;
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break;
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}
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}
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private void ToggleBlinkingAnimation(AppearanceComponent component, bool isBlinking)
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{
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if (isBlinking == _wasBlinking)
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return;
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_wasBlinking = isBlinking;
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component.Owner.EnsureComponent(out AnimationPlayerComponent animationPlayer);
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if (isBlinking)
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{
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_blinkingCallback = (animName) => animationPlayer.Play(BlinkingAnimation(), "blinking");
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animationPlayer.AnimationCompleted += _blinkingCallback;
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animationPlayer.Play(BlinkingAnimation(), "blinking");
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}
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else if (animationPlayer.HasRunningAnimation("blinking"))
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{
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if (_blinkingCallback != null)
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animationPlayer.AnimationCompleted -= _blinkingCallback;
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animationPlayer.Stop("blinking");
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}
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}
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private Animation BlinkingAnimation()
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{
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var random = IoCManager.Resolve<IRobustRandom>();
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var randomTime = random.NextFloat() *
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(_maxBlinkingTime - _minBlinkingTime) + _minBlinkingTime;
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var blinkingAnim = new Animation()
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{
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Length = TimeSpan.FromSeconds(randomTime),
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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.Nearest,
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Property = nameof(PointLightComponent.Enabled),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(false, 0),
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new AnimationTrackProperty.KeyFrame(true, 1)
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}
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},
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new AnimationTrackSpriteFlick()
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{
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LayerKey = PoweredLightLayers.Base,
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KeyFrames =
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{
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new AnimationTrackSpriteFlick.KeyFrame("off", 0),
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new AnimationTrackSpriteFlick.KeyFrame("on", 0.5f)
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}
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}
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}
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};
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if (_blinkingSound != null)
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{
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blinkingAnim.AnimationTracks.Add(new AnimationTrackPlaySound()
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{
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KeyFrames =
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{
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new AnimationTrackPlaySound.KeyFrame(_blinkingSound, 0.5f)
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}
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});
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}
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return blinkingAnim;
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}
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}
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}
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