Files
Delta-v/Content.Client/_Goobstation/Factory/RoboticArmAnimationSystem.cs
T
AlgisAlphonse f7db03182a Port goobstation factorio (#4035)
* Initial port of goobstation factorio, missing disposals integration and faxing. Also ports impstations modification for robotic arms to have static power draw. Also adds automation slots to silos and advanced microwave.

* Ports goobstation factorio fax automation, adds to the guidebook entry info about gas canisters.

* Ported Goob Disposals. Removed part about taking
mats out of storage silo cuz it ain't implemented
yet. Seems to work.

* Adds constructor circuitboard to research cuz I
forgor
2025-07-27 13:31:36 +01:00

58 lines
1.9 KiB
C#

// SPDX-FileCopyrightText: 2025 GoobBot <uristmchands@proton.me>
// SPDX-FileCopyrightText: 2025 deltanedas <@deltanedas:kde.org>
//
// SPDX-License-Identifier: AGPL-3.0-or-later
using Content.Shared._Goobstation.Factory;
using Robust.Client.GameObjects;
using Robust.Shared.Timing;
namespace Content.Client._Goobstation.Factory;
/// <summary>
/// Animations robotic arm's arm layer swinging.
/// Can't be done with engine AnimationPlayer as it can't animate individual layers.
/// </summary>
public sealed class RoboticArmAnimationSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
public override void FrameUpdate(float frameTime)
{
var query = EntityQueryEnumerator<RoboticArmComponent>();
while (query.MoveNext(out var uid, out var comp))
{
if (comp.ItemSlot == null)
continue;
if (comp.NextMove is {} nextMove)
Animate((uid, comp), nextMove);
else
Reset((uid, comp));
}
}
private void Animate(Entity<RoboticArmComponent> ent, TimeSpan nextMove)
{
if (!TryComp<SpriteComponent>(ent, out var sprite))
return;
var started = nextMove - ent.Comp.MoveDelay;
// 0-1 unless something weird happens
var progress = (_timing.CurTime - started) / ent.Comp.MoveDelay;
if (!ent.Comp.HasItem) // returning to the resting position when emptied
progress = 1f - progress;
var angle = Angle.FromDegrees(progress * 180f);
sprite.LayerSetRotation(RoboticArmLayers.Arm, angle);
}
private void Reset(Entity<RoboticArmComponent> ent)
{
if (!TryComp<SpriteComponent>(ent, out var sprite))
return;
var angle = ent.Comp.HasItem ? new Angle(Math.PI) : Angle.Zero;
sprite.LayerSetRotation(RoboticArmLayers.Arm, angle);
}
}