Files
wwdpublic/Content.Client/Light/EntitySystems/LightBehaviorSystem.cs
Spatison 2fd69f53e3 [Fix] Mass Bug Fix (#130)
* Mass Bug Fixing (#1256)

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# Description

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Mass bug fixing, for bugs related to #1220.
Feel free to link or send bugs.

Fix list:
- #1242
- #1243
- #1244
- https://github.com/space-wizards/space-station-14/pull/28084
- https://github.com/space-wizards/space-station-14/pull/28282
- Actually fixed PirateRadioSpawnRule heisentest (with a bandaid) (I
cancel if it's 0)
- https://github.com/Simple-Station/Einstein-Engines/issues/1263

---

# Changelog

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🆑
- fix: Fixed chair visuals drawing depth wrongly if you sat in a
north-facing chair.
- fix: Fixed buckling doing several buckles each time you did one.
- fix: Fixed the magic mirror.
- fix: Fixed beds re-positioning you every few seconds.
- fix: Fixed E not opening containers that are in another container.
- fix: Fixed disposal systems not flushing or ejecting properly.

---------

Co-authored-by: sleepyyapril <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>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
(cherry picked from commit 41501bd335c5e1e2e65b5d2ad040a3ae6851d4e8)

* Automatic Changelog Update (#1256)

(cherry picked from commit 9798f5363135cbe71479d0a14cf3215d01ed28f0)

* fix

* Fix animation looping bugs. (#29457)

Summary of the problem is in the corresponding engine commit: a4ea5a4620

This commit requires engine master right now.

I think #29144 is probably the most severe one, but I touched Jittering and RotatingLight too since they seemed sus too.

Fixes #29144

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 8d015f5c9ff60107dccdf35fa48e1558728ff269)

* Fix arcade machines (#30376)

(cherry picked from commit e72393df712cb2f5d1b4f6b4e2dc417c5584f07a)

* fix

* fix test

* fix test

* fix test

* fix

---------

Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <simplestation14@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: themias <89101928+themias@users.noreply.github.com>
2024-11-25 01:20:13 +07:00

59 lines
1.9 KiB
C#

using System.Linq;
using Content.Client.Light.Components;
using Robust.Client.GameObjects;
using Robust.Shared.Random;
namespace Content.Client.Light.EntitySystems;
public sealed class LightBehaviorSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly AnimationPlayerSystem _player = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<LightBehaviourComponent, ComponentStartup>(OnLightStartup);
SubscribeLocalEvent<LightBehaviourComponent, AnimationCompletedEvent>(OnBehaviorAnimationCompleted);
}
private void OnBehaviorAnimationCompleted(EntityUid uid, LightBehaviourComponent component, AnimationCompletedEvent args)
{
if (!args.Finished)
return;
var container = component.Animations.FirstOrDefault(x => x.FullKey == args.Key);
if (container == null)
{
return;
}
if (container.LightBehaviour.IsLooped)
{
container.LightBehaviour.UpdatePlaybackValues(container.Animation);
_player.Play(uid, container.Animation, container.FullKey);
}
}
private void OnLightStartup(EntityUid uid, LightBehaviourComponent component, ComponentStartup args)
{
// TODO: Do NOT ensure component here. And use eventbus events instead...
EnsureComp<AnimationPlayerComponent>(uid);
foreach (var container in component.Animations)
{
container.LightBehaviour.Initialize(uid, _random, EntityManager);
}
// we need to initialize all behaviours before starting any
foreach (var container in component.Animations)
{
if (container.LightBehaviour.Enabled)
{
component.StartLightBehaviour(container.LightBehaviour.ID);
}
}
}
}