Delta-v/Content.Client/_ES/Sprite/ESTimedDespawnSpriteFadeSys...

58 lines
2.1 KiB
C#

using Content.Client._ES.Sprite.Components;
using Content.Shared._ES.Core.Timer.Components;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.Animations;
using Robust.Shared.Timing;
namespace Content.Client._ES.Sprite;
/// <summary>
/// This handles <see cref="ESTimedDespawnSpriteFadeComponent"/>
/// </summary>
public sealed class ESTimedDespawnSpriteFadeSystem : VisualizerSystem<ESTimedDespawnSpriteFadeComponent>
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly AnimationPlayerSystem _animationPlayer = default!;
private const string FadeTrack = "es-sprite-fade";
protected override void OnAppearanceChange(EntityUid uid, ESTimedDespawnSpriteFadeComponent component, ref AppearanceChangeEvent args)
{
base.OnAppearanceChange(uid, component, ref args);
if (args.Sprite is not { } sprite)
return;
if (_animationPlayer.HasRunningAnimation(uid, FadeTrack))
return;
if (!AppearanceSystem.TryGetData<TimeSpan>(uid, ESTimedDespawnVisuals.DespawnTime, out var time, args.Component))
return;
var duration = time - _timing.CurTime;
var animation = new Animation
{
Length = duration,
AnimationTracks =
{
new AnimationTrackComponentProperty
{
Property = nameof(SpriteComponent.Color),
ComponentType = typeof(SpriteComponent),
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(sprite.Color, 0f),
new AnimationTrackProperty.KeyFrame(sprite.Color, MathF.Max((float) (duration - component.FadeTime).TotalSeconds, 0f)),
new AnimationTrackProperty.KeyFrame(sprite.Color.WithAlpha(0f), (float) component.FadeTime.TotalSeconds, Easings.OutSine),
},
},
},
};
_animationPlayer.Play(uid, animation, FadeTrack);
}
}