-using System.Linq;
+using System.Linq;
using Content.Shared.Light.Components;
using JetBrains.Annotations;
using Robust.Client.Animations;
if (MinDuration > 0)
{
- MaxTime = (float) _random.NextDouble() * (MaxDuration - MinDuration) + MinDuration;
+ MaxTime = (float)_random.NextDouble() * (MaxDuration - MinDuration) + MinDuration;
}
else
{
{
if (interpolateValue < 0.5f)
{
- ApplyInterpolation(StartValue, EndValue, interpolateValue*2);
+ ApplyInterpolation(StartValue, EndValue, interpolateValue * 2);
}
else
{
- ApplyInterpolation(EndValue, StartValue, (interpolateValue-0.5f)*2);
+ ApplyInterpolation(EndValue, StartValue, (interpolateValue - 0.5f) * 2);
}
}
else
public override void OnInitialize()
{
- _randomValue1 = (float) InterpolateLinear(StartValue, EndValue, (float) _random.NextDouble());
- _randomValue2 = (float) InterpolateLinear(StartValue, EndValue, (float) _random.NextDouble());
- _randomValue3 = (float) InterpolateLinear(StartValue, EndValue, (float) _random.NextDouble());
+ _randomValue1 = (float)InterpolateLinear(StartValue, EndValue, (float)_random.NextDouble());
+ _randomValue2 = (float)InterpolateLinear(StartValue, EndValue, (float)_random.NextDouble());
+ _randomValue3 = (float)InterpolateLinear(StartValue, EndValue, (float)_random.NextDouble());
}
public override void OnStart()
}
_randomValue3 = _randomValue4;
- _randomValue4 = (float) InterpolateLinear(StartValue, EndValue, (float) _random.NextDouble());
+ _randomValue4 = (float)InterpolateLinear(StartValue, EndValue, (float) _random.NextDouble());
}
public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(
[Dependency] private readonly IEntityManager _entMan = default!;
[Dependency] private readonly IRobustRandom _random = default!;
- private const string KeyPrefix = nameof(LightBehaviourComponent);
+ public const string KeyPrefix = nameof(LightBehaviourComponent);
public sealed class AnimationContainer
{
public readonly List<AnimationContainer> Animations = new();
[ViewVariables(VVAccess.ReadOnly)]
- private Dictionary<string, object> _originalPropertyValues = new();
+ public Dictionary<string, object> OriginalPropertyValues = new();
void ISerializationHooks.AfterDeserialization()
{
{
var animation = new Animation()
{
- AnimationTracks = {behaviour}
+ AnimationTracks = { behaviour }
};
Animations.Add(new AnimationContainer(key, animation, behaviour));
key++;
}
}
-
- /// <summary>
- /// If we disable all the light behaviours we want to be able to revert the light to its original state.
- /// </summary>
- private void CopyLightSettings(EntityUid uid, string property)
- {
- if (_entMan.TryGetComponent(uid, out PointLightComponent? light))
- {
- var propertyValue = AnimationHelper.GetAnimatableProperty(light, property);
- if (propertyValue != null)
- {
- _originalPropertyValues.Add(property, propertyValue);
- }
- }
- else
- {
- Logger.Warning($"{_entMan.GetComponent<MetaDataComponent>(uid).EntityName} has a {nameof(LightBehaviourComponent)} but it has no {nameof(PointLightComponent)}! Check the prototype!");
- }
- }
-
- /// <summary>
- /// Start animating a light behaviour with the specified ID. If the specified ID is empty, it will start animating all light behaviour entries.
- /// If specified light behaviours are already animating, calling this does nothing.
- /// Multiple light behaviours can have the same ID.
- /// </summary>
- public void StartLightBehaviour(string id = "")
- {
- var uid = Owner;
- if (!_entMan.TryGetComponent(uid, out AnimationPlayerComponent? animation))
- {
- return;
- }
-
- var animations = _entMan.System<AnimationPlayerSystem>();
-
- foreach (var container in Animations)
- {
- if (container.LightBehaviour.ID == id || id == string.Empty)
- {
- if (!animations.HasRunningAnimation(uid, animation, KeyPrefix + container.Key))
- {
- CopyLightSettings(uid, container.LightBehaviour.Property);
- container.LightBehaviour.UpdatePlaybackValues(container.Animation);
- animations.Play(uid, animation, container.Animation, KeyPrefix + container.Key);
- }
- }
- }
- }
-
- /// <summary>
- /// If any light behaviour with the specified ID is animating, then stop it.
- /// If no ID is specified then all light behaviours will be stopped.
- /// Multiple light behaviours can have the same ID.
- /// </summary>
- /// <param name="id"></param>
- /// <param name="removeBehaviour">Should the behaviour(s) also be removed permanently?</param>
- /// <param name="resetToOriginalSettings">Should the light have its original settings applied?</param>
- public void StopLightBehaviour(string id = "", bool removeBehaviour = false, bool resetToOriginalSettings = false)
- {
- var uid = Owner;
- if (!_entMan.TryGetComponent(uid, out AnimationPlayerComponent? animation))
- {
- return;
- }
-
- var toRemove = new List<AnimationContainer>();
- var animations = _entMan.System<AnimationPlayerSystem>();
-
- foreach (var container in Animations)
- {
- if (container.LightBehaviour.ID == id || id == string.Empty)
- {
- if (animations.HasRunningAnimation(uid, animation, KeyPrefix + container.Key))
- {
- animations.Stop(uid, animation, KeyPrefix + container.Key);
- }
-
- if (removeBehaviour)
- {
- toRemove.Add(container);
- }
- }
- }
-
- foreach (var container in toRemove)
- {
- Animations.Remove(container);
- }
-
- if (resetToOriginalSettings && _entMan.TryGetComponent(uid, out PointLightComponent? light))
- {
- foreach (var (property, value) in _originalPropertyValues)
- {
- AnimationHelper.SetAnimatableProperty(light, property, value);
- }
- }
-
- _originalPropertyValues.Clear();
- }
-
- /// <summary>
- /// Checks if at least one behaviour is running.
- /// </summary>
- /// <returns>Whether at least one behaviour is running, false if none is.</returns>
- public bool HasRunningBehaviours()
- {
- var uid = Owner;
- if (!_entMan.TryGetComponent(uid, out AnimationPlayerComponent? animation))
- {
- return false;
- }
-
- var animations = _entMan.System<AnimationPlayerSystem>();
- return Animations.Any(container => animations.HasRunningAnimation(uid, animation, KeyPrefix + container.Key));
- }
-
- /// <summary>
- /// Add a new light behaviour to the component and start it immediately unless otherwise specified.
- /// </summary>
- public void AddNewLightBehaviour(LightBehaviourAnimationTrack behaviour, bool playImmediately = true)
- {
- var key = 0;
-
- while (Animations.Any(x => x.Key == key))
- {
- key++;
- }
-
- var animation = new Animation()
- {
- AnimationTracks = {behaviour}
- };
-
- behaviour.Initialize(Owner, _random, _entMan);
-
- var container = new AnimationContainer(key, animation, behaviour);
- Animations.Add(container);
-
- if (playImmediately)
- {
- StartLightBehaviour(behaviour.ID);
- }
- }
}
}
{
[Dependency] private readonly PointLightSystem _pointLightSystem = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
+ [Dependency] private readonly LightBehaviorSystem _lightBehavior = default!;
public override void Initialize()
{
if (AppearanceSystem.TryGetData<string>(uid, ExpendableLightVisuals.Behavior, out var lightBehaviourID, args.Component)
&& TryComp<LightBehaviourComponent>(uid, out var lightBehaviour))
{
- lightBehaviour.StopLightBehaviour();
+ _lightBehavior.StopLightBehaviour((uid, lightBehaviour));
if (!string.IsNullOrEmpty(lightBehaviourID))
{
- lightBehaviour.StartLightBehaviour(lightBehaviourID);
+ _lightBehavior.StartLightBehaviour((uid, lightBehaviour), lightBehaviourID);
}
else if (TryComp<PointLightComponent>(uid, out var light))
{
using System.Linq;
using Content.Client.Light.Components;
using Robust.Client.GameObjects;
+using Robust.Client.Animations;
using Robust.Shared.Random;
+using Robust.Shared.Animations;
namespace Content.Client.Light.EntitySystems;
}
}
- private void OnLightStartup(EntityUid uid, LightBehaviourComponent component, ComponentStartup args)
+ private void OnLightStartup(Entity<LightBehaviourComponent> entity, ref ComponentStartup args)
{
// TODO: Do NOT ensure component here. And use eventbus events instead...
- EnsureComp<AnimationPlayerComponent>(uid);
+ EnsureComp<AnimationPlayerComponent>(entity);
- foreach (var container in component.Animations)
+ foreach (var container in entity.Comp.Animations)
{
- container.LightBehaviour.Initialize(uid, _random, EntityManager);
+ container.LightBehaviour.Initialize(entity, _random, EntityManager);
}
// we need to initialize all behaviours before starting any
- foreach (var container in component.Animations)
+ foreach (var container in entity.Comp.Animations)
{
if (container.LightBehaviour.Enabled)
{
- component.StartLightBehaviour(container.LightBehaviour.ID);
+ StartLightBehaviour(entity, container.LightBehaviour.ID);
}
}
}
+
+ /// <summary>
+ /// If we disable all the light behaviours we want to be able to revert the light to its original state.
+ /// </summary>
+ private void CopyLightSettings(Entity<LightBehaviourComponent> entity, string property)
+ {
+ if (EntityManager.TryGetComponent(entity, out PointLightComponent? light))
+ {
+ var propertyValue = AnimationHelper.GetAnimatableProperty(light, property);
+ if (propertyValue != null)
+ {
+ entity.Comp.OriginalPropertyValues.Add(property, propertyValue);
+ }
+ }
+ else
+ {
+ Log.Warning($"{EntityManager.GetComponent<MetaDataComponent>(entity).EntityName} has a {nameof(LightBehaviourComponent)} but it has no {nameof(PointLightComponent)}! Check the prototype!");
+ }
+ }
+
+ /// <summary>
+ /// Start animating a light behaviour with the specified ID. If the specified ID is empty, it will start animating all light behaviour entries.
+ /// If specified light behaviours are already animating, calling this does nothing.
+ /// Multiple light behaviours can have the same ID.
+ /// </summary>
+ public void StartLightBehaviour(Entity<LightBehaviourComponent> entity, string id = "")
+ {
+ if (!EntityManager.TryGetComponent(entity, out AnimationPlayerComponent? animation))
+ {
+ return;
+ }
+
+ foreach (var container in entity.Comp.Animations)
+ {
+ if (container.LightBehaviour.ID == id || id == string.Empty)
+ {
+ if (!_player.HasRunningAnimation(entity, animation, LightBehaviourComponent.KeyPrefix + container.Key))
+ {
+ CopyLightSettings(entity, container.LightBehaviour.Property);
+ container.LightBehaviour.UpdatePlaybackValues(container.Animation);
+ _player.Play(entity, container.Animation, LightBehaviourComponent.KeyPrefix + container.Key);
+ }
+ }
+ }
+ }
+
+ /// <summary>
+ /// If any light behaviour with the specified ID is animating, then stop it.
+ /// If no ID is specified then all light behaviours will be stopped.
+ /// Multiple light behaviours can have the same ID.
+ /// </summary>
+ /// <param name="id"></param>
+ /// <param name="removeBehaviour">Should the behaviour(s) also be removed permanently?</param>
+ /// <param name="resetToOriginalSettings">Should the light have its original settings applied?</param>
+ public void StopLightBehaviour(Entity<LightBehaviourComponent> entity, string id = "", bool removeBehaviour = false, bool resetToOriginalSettings = false)
+ {
+ if (!EntityManager.TryGetComponent(entity, out AnimationPlayerComponent? animation))
+ {
+ return;
+ }
+
+ var comp = entity.Comp;
+
+ var toRemove = new List<LightBehaviourComponent.AnimationContainer>();
+
+ foreach (var container in comp.Animations)
+ {
+ if (container.LightBehaviour.ID == id || id == string.Empty)
+ {
+ if (_player.HasRunningAnimation(entity, animation, LightBehaviourComponent.KeyPrefix + container.Key))
+ {
+ _player.Stop(entity, animation, LightBehaviourComponent.KeyPrefix + container.Key);
+ }
+
+ if (removeBehaviour)
+ {
+ toRemove.Add(container);
+ }
+ }
+ }
+
+ foreach (var container in toRemove)
+ {
+ comp.Animations.Remove(container);
+ }
+
+ if (resetToOriginalSettings && EntityManager.TryGetComponent(entity, out PointLightComponent? light))
+ {
+ foreach (var (property, value) in comp.OriginalPropertyValues)
+ {
+ AnimationHelper.SetAnimatableProperty(light, property, value);
+ }
+ }
+
+ comp.OriginalPropertyValues.Clear();
+ }
+
+ /// <summary>
+ /// Checks if at least one behaviour is running.
+ /// </summary>
+ /// <returns>Whether at least one behaviour is running, false if none is.</returns>
+ public bool HasRunningBehaviours(Entity<LightBehaviourComponent> entity)
+ {
+ //var uid = Owner;
+ if (!EntityManager.TryGetComponent(entity, out AnimationPlayerComponent? animation))
+ {
+ return false;
+ }
+
+ return entity.Comp.Animations.Any(container => _player.HasRunningAnimation(entity, animation, LightBehaviourComponent.KeyPrefix + container.Key));
+ }
+
+ /// <summary>
+ /// Add a new light behaviour to the component and start it immediately unless otherwise specified.
+ /// </summary>
+ public void AddNewLightBehaviour(Entity<LightBehaviourComponent> entity, LightBehaviourAnimationTrack behaviour, bool playImmediately = true)
+ {
+ var key = 0;
+ var comp = entity.Comp;
+
+ while (comp.Animations.Any(x => x.Key == key))
+ {
+ key++;
+ }
+
+ var animation = new Animation()
+ {
+ AnimationTracks = { behaviour }
+ };
+
+ behaviour.Initialize(entity.Owner, _random, EntityManager);
+
+ var container = new LightBehaviourComponent.AnimationContainer(key, animation, behaviour);
+ comp.Animations.Add(container);
+
+ if (playImmediately)
+ {
+ StartLightBehaviour(entity, behaviour.ID);
+ }
+ }
}
using Content.Shared.Light;
using Content.Shared.Light.Components;
using Content.Shared.Toggleable;
-using Robust.Client.Animations;
using Robust.Client.GameObjects;
-using Robust.Shared.Animations;
+using Content.Client.Light.EntitySystems;
namespace Content.Client.Light;
public sealed class HandheldLightSystem : SharedHandheldLightSystem
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
+ [Dependency] private readonly LightBehaviorSystem _lightBehavior = default!;
public override void Initialize()
{
if (TryComp<LightBehaviourComponent>(uid, out var lightBehaviour))
{
// Reset any running behaviour to reset the animated properties back to the original value, to avoid conflicts between resets
- if (lightBehaviour.HasRunningBehaviours())
+ if (_lightBehavior.HasRunningBehaviours((uid, lightBehaviour)))
{
- lightBehaviour.StopLightBehaviour(resetToOriginalSettings: true);
+ _lightBehavior.StopLightBehaviour((uid, lightBehaviour), resetToOriginalSettings: true);
}
if (!enabled)
case HandheldLightPowerStates.FullPower:
break; // We just needed to reset all behaviours
case HandheldLightPowerStates.LowPower:
- lightBehaviour.StartLightBehaviour(component.RadiatingBehaviourId);
+ _lightBehavior.StartLightBehaviour((uid, lightBehaviour), component.RadiatingBehaviourId);
break;
case HandheldLightPowerStates.Dying:
- lightBehaviour.StartLightBehaviour(component.BlinkingBehaviourId);
+ _lightBehavior.StartLightBehaviour((uid, lightBehaviour), component.BlinkingBehaviourId);
break;
}
}