using Content.Shared.Disposal.Components;
using Content.Shared.Disposal.Unit;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.Audio.Systems;
namespace Content.Client.Disposal.Unit;
///
public sealed partial class DisposalUnitSystem : SharedDisposalUnitSystem
{
[Dependency] private AppearanceSystem _appearanceSystem = default!;
[Dependency] private AnimationPlayerSystem _animationSystem = default!;
[Dependency] private SharedAudioSystem _audioSystem = default!;
private const string AnimationKey = "disposal_unit_animation";
protected override void OnComponentInit(Entity ent, ref ComponentInit args)
{
base.OnComponentInit(ent, ref args);
// Create and store flushing animation.
var anim = new Animation
{
Length = ent.Comp.FlushDelay,
AnimationTracks =
{
new AnimationTrackSpriteFlick()
{
LayerKey = DisposalUnitVisualLayers.OverlayFlushing,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(ent.Comp.FlushingState, 0f) },
},
}
};
// Try to add flushing sound
if (ent.Comp.FlushSound != null)
{
anim.AnimationTracks.Add(
new AnimationTrackPlaySound
{
KeyFrames = { new AnimationTrackPlaySound.KeyFrame(_audioSystem.ResolveSound(ent.Comp.FlushSound), 0, () => ent.Comp.FlushSound.Params) }
}
);
}
ent.Comp.FlushingAnimation = anim;
}
[SubscribeLocalEvent]
private void OnHandleState(Entity ent, ref AfterAutoHandleStateEvent args)
{
UpdateUI(ent);
}
[SubscribeLocalEvent]
private void OnAppearanceChange(Entity ent, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
if (!args.TryGetData(DisposalUnitVisuals.IsFlushing, out var isFlushing))
return;
// This is a transient state so not too worried about replaying in range.
if (isFlushing)
{
if (!_animationSystem.HasRunningAnimation(ent, AnimationKey))
{
_animationSystem.Play(ent, (Animation)ent.Comp.FlushingAnimation, AnimationKey);
}
return;
}
_animationSystem.Stop(ent.Owner, AnimationKey);
}
}