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* initial commit LICENSES / COPYRIGHT ARE NOT FINALIZED. * test push per ArtisticRoomba * more progress * nearly done * push * more progress * second big wave LICENSING REMAINS INCOMPLETE * more progress + attributions * astrotile consistency * walls attribution pass! * marble walls, concrete tweaks, attribution fixes * linter fixes, provisional borders for marble walls * test fixes * why is PlatingDamaged load-bearing??? * fixed attribution that flew under the radar, updates to Damaged Plating & Damaged Steel tiles. * requested changes * airlock visualizer tweak --------- Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com> Co-authored-by: Whatstone <whatston3@gmail.com>
47 lines
1.4 KiB
C#
47 lines
1.4 KiB
C#
using Content.Shared.Doors.Components;
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using Content.Shared.Doors.Systems;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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namespace Content.Client.Doors;
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/// <inheritdoc/>
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public sealed partial class TurnstileSystem : SharedTurnstileSystem
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{
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[Dependency] private AppearanceSystem _appearance = default!;
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[Dependency] private AnimationPlayerSystem _animation = default!;
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private const string AnimationKey = "Turnstile";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<TurnstileComponent, AnimationCompletedEvent>(OnAnimationCompleted);
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}
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private void OnAnimationCompleted(Entity<TurnstileComponent> ent, ref AnimationCompletedEvent args)
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{
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if (args.Key != AnimationKey)
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return;
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_appearance.SetData(ent, TurnstileVisualLayers.Base, TurnstileStates.Idle);
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}
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protected override void PlayAnimation(EntityUid uid, TurnstileStates state)
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{
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if (!TryComp<AnimationPlayerComponent>(uid, out var animation))
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return;
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if (_animation.HasRunningAnimation(uid, AnimationKey) || !TryComp<TurnstileComponent>(uid, out var turnComp))
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return;
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var anim = new Animation
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{
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Length = turnComp.AnimationCooldown,
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};
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_animation.Play((uid, animation), anim, AnimationKey);
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_appearance.SetData(uid, TurnstileVisualLayers.Base, state);
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}
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}
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