CatStation/Content.Client/Disposal/Unit/DisposalUnitSystem.cs
Whatstone b062b7305d
Small lights flicker on ghost boo, make a quiet noise when turning on, and light flickering is now quieter. (#46077)
* 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...
2026-09-19 14:15:43 +00:00

96 lines
3.2 KiB
C#

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;
/// <inheritdoc/>
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";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DisposalUnitComponent, AfterAutoHandleStateEvent>(OnHandleState);
SubscribeLocalEvent<DisposalUnitComponent, AppearanceChangeEvent>(OnAppearanceChange);
}
protected override void OnComponentInit(Entity<DisposalUnitComponent> 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;
}
private void OnHandleState(EntityUid uid, DisposalUnitComponent component, ref AfterAutoHandleStateEvent args)
{
UpdateUI((uid, component));
}
private void OnAppearanceChange(Entity<DisposalUnitComponent> ent, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
UpdateState(ent, args.Sprite, args.Component);
}
/// <summary>
/// Updates the animation of a disposal unit.
/// </summary>
/// <param name="ent">The disposal unit.</param>
/// <param name="sprite">The disposal unit's sprite.</param>
/// <param name="appearance">The disposal unit's appearance.</param>
private void UpdateState(Entity<DisposalUnitComponent> ent, SpriteComponent sprite, AppearanceComponent appearance)
{
if (!_appearanceSystem.TryGetData<bool>(ent, DisposalUnitVisuals.IsFlushing, out var isFlushing, appearance))
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);
}
}