Files
wwdpublic/Content.Client/Effects/ColorFlashEffectSystem.cs
Kai5 091a8ff433 [GoobPort] WIZ REAL (#465)
* Уэээээээ

* Почти настрадались

* Скоро конец....

* СКОРО

* Мышки плакали, кололись, но продолжали упорно жрать кактус

* Все ближе!

* Это такой конец?

* Книжка говна

* фиксики

* ОНО ЖИВОЕ

* Телепорт

* разное

* Added byond

* ивенты теперь работают

* Разфикс телепорта

* Свет мой зеркальце скажи, да всю правду доложи - Я ль робастней всех на свете?

* Разное

* Еще многа всего

* Многа разнава

* Скоро конец....

* ЭТО КОНЕЦ

* Фикс линтера (ну, или я на это надеюсь)

* Еще один фикс линтера

* Победа!

* фиксики

* пу пу пу

* Фикс подмастерья

* Мисклик

* Высокочастотный меч

* Неймспейсы

* Пул способностей мага
2025-04-26 10:18:58 +03:00

130 lines
4.5 KiB
C#

using Content.Shared.Effects;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.Animations;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Client.Effects;
public sealed class ColorFlashEffectSystem : SharedColorFlashEffectSystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly AnimationPlayerSystem _animation = default!;
[Dependency] private readonly IComponentFactory _factory = default!;
/// <summary>
/// It's a little on the long side but given we use multiple colours denoting what happened it makes it easier to register.
/// </summary>
private const float AnimationLength = 0.30f;
private const string AnimationKey = "color-flash-effect";
public override void Initialize()
{
base.Initialize();
SubscribeAllEvent<ColorFlashEffectEvent>(OnColorFlashEffect);
SubscribeLocalEvent<ColorFlashEffectComponent, AnimationCompletedEvent>(OnEffectAnimationCompleted);
}
public override void RaiseEffect(Color color, List<EntityUid> entities, Filter filter, float? animationLength = null)
{
if (!_timing.IsFirstTimePredicted)
return;
OnColorFlashEffect(new ColorFlashEffectEvent(color, GetNetEntityList(entities), animationLength));
}
private void OnEffectAnimationCompleted(EntityUid uid, ColorFlashEffectComponent component, AnimationCompletedEvent args)
{
if (args.Key != AnimationKey)
return;
if (TryComp<SpriteComponent>(uid, out var sprite))
{
sprite.Color = component.Color;
}
RemCompDeferred<ColorFlashEffectComponent>(uid);
}
private Animation? GetDamageAnimation(EntityUid uid, Color color, SpriteComponent? sprite = null, float? animationLength = null)
{
if (!Resolve(uid, ref sprite, false))
return null;
// 90% of them are going to be this so why allocate a new class.
return new Animation
{
Length = TimeSpan.FromSeconds(animationLength ?? AnimationLength),
AnimationTracks =
{
new AnimationTrackComponentProperty
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Color),
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(color, 0f),
new AnimationTrackProperty.KeyFrame(sprite.Color, animationLength ?? AnimationLength)
}
}
}
};
}
private void OnColorFlashEffect(ColorFlashEffectEvent ev)
{
var color = ev.Color;
foreach (var nent in ev.Entities)
{
var ent = GetEntity(nent);
if (Deleted(ent))
{
continue;
}
var player = EnsureComp<AnimationPlayerComponent>(ent);
// Need to stop the existing animation first to ensure the sprite color is fixed.
// Otherwise we might lerp to a red colour instead.
if (_animation.HasRunningAnimation(ent, player, AnimationKey))
{
_animation.Stop(ent, player, AnimationKey);
}
if (!TryComp<SpriteComponent>(ent, out var sprite))
{
continue;
}
// having to check lifestage because trycomp is special needs and may return a component which was shut down via RemCompDeferred.
// EnsureComp isn't, but we want to get the Color value stored in the component, and EnsureComp would overwrite it with the default value.
if (TryComp<ColorFlashEffectComponent>(ent, out var effect) && effect.LifeStage <= ComponentLifeStage.Running)
{
sprite.Color = effect.Color;
}
var animation = GetDamageAnimation(ent, color, sprite, ev.AnimationLength);
if (animation == null)
continue;
var comp = EnsureComp<ColorFlashEffectComponent>(ent);
comp.Color = sprite.Color;
_animation.Play((ent, player), animation, AnimationKey);
}
}
}
/// <summary>
/// Raised on an entity to change the target for a color flash effect.
/// </summary>
[ByRefEvent]
public record struct GetFlashEffectTargetEvent(EntityUid Target);