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* Add SpookyPoweredLight to PoweredSmallLightEmpty * small light makes the flicker noise >:) * SHUT UP * reduce light_tube_on.ogg by 4 dB, no small tonk small light no longer makes the flicker noise <:( * hang on a minute * fix the other instance of AnimationTrackPlaySound * there is... another...
96 lines
3.2 KiB
C#
96 lines
3.2 KiB
C#
using Content.Shared.Disposal.Components;
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using Content.Shared.Disposal.Unit;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.Audio.Systems;
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namespace Content.Client.Disposal.Unit;
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/// <inheritdoc/>
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public sealed partial class DisposalUnitSystem : SharedDisposalUnitSystem
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{
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[Dependency] private AppearanceSystem _appearanceSystem = default!;
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[Dependency] private AnimationPlayerSystem _animationSystem = default!;
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[Dependency] private SharedAudioSystem _audioSystem = default!;
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private const string AnimationKey = "disposal_unit_animation";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DisposalUnitComponent, AfterAutoHandleStateEvent>(OnHandleState);
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SubscribeLocalEvent<DisposalUnitComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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protected override void OnComponentInit(Entity<DisposalUnitComponent> ent, ref ComponentInit args)
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{
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base.OnComponentInit(ent, ref args);
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// Create and store flushing animation.
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var anim = new Animation
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{
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Length = ent.Comp.FlushDelay,
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AnimationTracks =
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{
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new AnimationTrackSpriteFlick()
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{
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LayerKey = DisposalUnitVisualLayers.OverlayFlushing,
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KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(ent.Comp.FlushingState, 0f) },
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},
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}
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};
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// Try to add flushing sound
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if (ent.Comp.FlushSound != null)
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{
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anim.AnimationTracks.Add(
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new AnimationTrackPlaySound
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{
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KeyFrames = { new AnimationTrackPlaySound.KeyFrame(_audioSystem.ResolveSound(ent.Comp.FlushSound), 0, () => ent.Comp.FlushSound.Params) }
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}
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);
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}
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ent.Comp.FlushingAnimation = anim;
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}
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private void OnHandleState(EntityUid uid, DisposalUnitComponent component, ref AfterAutoHandleStateEvent args)
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{
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UpdateUI((uid, component));
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}
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private void OnAppearanceChange(Entity<DisposalUnitComponent> ent, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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UpdateState(ent, args.Sprite, args.Component);
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}
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/// <summary>
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/// Updates the animation of a disposal unit.
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/// </summary>
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/// <param name="ent">The disposal unit.</param>
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/// <param name="sprite">The disposal unit's sprite.</param>
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/// <param name="appearance">The disposal unit's appearance.</param>
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private void UpdateState(Entity<DisposalUnitComponent> ent, SpriteComponent sprite, AppearanceComponent appearance)
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{
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if (!_appearanceSystem.TryGetData<bool>(ent, DisposalUnitVisuals.IsFlushing, out var isFlushing, appearance))
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return;
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// This is a transient state so not too worried about replaying in range.
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if (isFlushing)
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{
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if (!_animationSystem.HasRunningAnimation(ent, AnimationKey))
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{
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_animationSystem.Play(ent, (Animation)ent.Comp.FlushingAnimation, AnimationKey);
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}
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return;
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}
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_animationSystem.Stop(ent.Owner, AnimationKey);
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}
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}
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