Delta-v/Content.Client/_ES/Lighting/ESTimedDespawnLightFadeSyst...

53 lines
2.0 KiB
C#

using Content.Client._ES.Lighting.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.Lighting;
public sealed class ESTimedDespawnLightFadeSystem : VisualizerSystem<ESTimedDespawnLightFadeComponent>
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly AnimationPlayerSystem _animationPlayer = default!;
private const string FadeTrack = "light-fade";
protected override void OnAppearanceChange(EntityUid uid, ESTimedDespawnLightFadeComponent component, ref AppearanceChangeEvent args)
{
base.OnAppearanceChange(uid, component, ref args);
if (_animationPlayer.HasRunningAnimation(uid, FadeTrack))
return;
if (!AppearanceSystem.TryGetData<TimeSpan>(uid, ESTimedDespawnVisuals.DespawnTime, out var time, args.Component) ||
!TryComp<PointLightComponent>(uid, out var light))
return;
var duration = time - _timing.CurTime;
var animation = new Animation
{
Length = duration,
AnimationTracks =
{
new AnimationTrackComponentProperty
{
Property = nameof(PointLightComponent.Energy),
ComponentType = typeof(PointLightComponent),
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(light.Energy, 0f),
new AnimationTrackProperty.KeyFrame(light.Energy, (float) (duration - component.FadeTime).TotalSeconds),
new AnimationTrackProperty.KeyFrame(0f, (float) component.FadeTime.TotalSeconds, Easings.OutSine),
}
}
}
};
_animationPlayer.Play(uid, animation, FadeTrack);
}
}