Files
OldThink/Content.Client/Doors/AirlockSystem.cs
ThereDrD0 4419931172 Мягкий свет для всякого (#316)
* add: add small soft light to laser weapon + fix the bluest blue energy shield

* git commit

* boltlights done

* add: HuetaSystem

* add: Doorlights finally done

* add: small light to lockers

* add: small light to multitool

* fix: fix naming

* hui pizde

* fix: fix parasha

* add: small light to powercells

* zabil

* add: code light to welders

* tweak: better energy and radius

* add: better color parameters

* add: less radius and energy for guns

* add: better lights for vending machines

* add: better light to consoles

* add: better light for apc

* shut up

* fix: thank you neuro colleague
2024-06-21 06:15:55 +03:00

140 lines
5.8 KiB
C#

using Content.Client.Wires.Visualizers;
using Content.Shared.Doors.Components;
using Content.Shared.Doors.Systems;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
namespace Content.Client.Doors;
public sealed class AirlockSystem : SharedAirlockSystem
{
[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<AirlockComponent, ComponentStartup>(OnComponentStartup);
SubscribeLocalEvent<AirlockComponent, AppearanceChangeEvent>(OnAppearanceChange);
}
private void OnComponentStartup(EntityUid uid, AirlockComponent comp, ComponentStartup args)
{
// Has to be on component startup because we don't know what order components initialize in and running this before DoorComponent inits _will_ crash.
if (!TryComp<DoorComponent>(uid, out var door))
return;
if (comp.OpenUnlitVisible) // Otherwise there are flashes of the fallback sprite between clicking on the door and the door closing animation starting.
{
door.OpenSpriteStates.Add((DoorVisualLayers.BaseUnlit, comp.OpenSpriteState));
door.OpenSpriteStates.Add((DoorVisualLayers.BaseBolted, comp.OpenBoltedSpriteState));
door.OpenSpriteStates.Add((DoorVisualLayers.BaseEmergencyAccess, comp.OpenEmergencySpriteState));
door.ClosedSpriteStates.Add((DoorVisualLayers.BaseUnlit, comp.ClosedSpriteState));
door.ClosedSpriteStates.Add((DoorVisualLayers.BaseBolted, comp.ClosedBoltedSpriteState));
door.ClosedSpriteStates.Add((DoorVisualLayers.BaseEmergencyAccess, comp.ClosedEmergencySpriteState));
}
((Animation) door.OpeningAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick
{
LayerKey = DoorVisualLayers.BaseUnlit,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.OpeningSpriteState, 0f) },
}
);
((Animation) door.ClosingAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick
{
LayerKey = DoorVisualLayers.BaseUnlit,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.ClosingSpriteState, 0f) },
}
);
door.DenyingAnimation = new Animation
{
Length = TimeSpan.FromSeconds(comp.DenyAnimationTime),
AnimationTracks =
{
new AnimationTrackSpriteFlick
{
LayerKey = DoorVisualLayers.BaseUnlit,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.DenySpriteState, 0f) },
}
}
};
if (!comp.AnimatePanel)
return;
((Animation) door.OpeningAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick
{
LayerKey = WiresVisualLayers.MaintenancePanel,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.OpeningPanelSpriteState, 0f) },
});
((Animation) door.ClosingAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick
{
LayerKey = WiresVisualLayers.MaintenancePanel,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(comp.ClosingPanelSpriteState, 0f) },
});
}
private void OnAppearanceChange(EntityUid uid, AirlockComponent comp, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
var boltedVisible = false;
var emergencyLightsVisible = false;
var unlitVisible = false;
if (!_appearanceSystem.TryGetData<DoorState>(uid, DoorVisuals.State, out var state, args.Component))
state = DoorState.Closed;
if (_appearanceSystem.TryGetData<bool>(uid, DoorVisuals.Powered, out var powered, args.Component) && powered)
{
boltedVisible =
_appearanceSystem.TryGetData<bool>(uid, DoorVisuals.BoltLights, out var lights, args.Component)
&& lights && state is DoorState.Closed or DoorState.Welded or DoorState.Open;
emergencyLightsVisible =
_appearanceSystem.TryGetData<bool>(uid, DoorVisuals.EmergencyLights, out var eaLights,
args.Component) && eaLights;
unlitVisible =
(state == DoorState.Closing
|| state == DoorState.Opening
|| state == DoorState.Denying
|| state == DoorState.Welded
|| state == DoorState.Open && comp.OpenUnlitVisible
|| state == DoorState.Closed && comp.OpenUnlitVisible
|| _appearanceSystem.TryGetData<bool>(uid, DoorVisuals.ClosedLights, out var closedLights,
args.Component) && closedLights)
&& !boltedVisible && !emergencyLightsVisible;
}
args.Sprite.LayerSetVisible(DoorVisualLayers.BaseUnlit, unlitVisible);
args.Sprite.LayerSetVisible(DoorVisualLayers.BaseBolted, boltedVisible);
if (comp.EmergencyAccessLayer)
{
args.Sprite.LayerSetVisible(
DoorVisualLayers.BaseEmergencyAccess,
emergencyLightsVisible
&& state != DoorState.Opening
&& state != DoorState.Closing
&& !boltedVisible
);
}
switch (state)
{
case DoorState.Open:
args.Sprite.LayerSetState(DoorVisualLayers.BaseUnlit, comp.ClosingSpriteState);
args.Sprite.LayerSetAnimationTime(DoorVisualLayers.BaseUnlit, 0);
break;
case DoorState.Closed:
args.Sprite.LayerSetState(DoorVisualLayers.BaseUnlit, comp.OpeningSpriteState);
args.Sprite.LayerSetAnimationTime(DoorVisualLayers.BaseUnlit, 0);
break;
}
}
}