mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
409 lines
15 KiB
C#
409 lines
15 KiB
C#
using System.Linq;
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using Content.Shared.Light.Components;
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using JetBrains.Annotations;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.Animations;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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namespace Content.Client.Light.Components
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{
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#region LIGHT_BEHAVIOURS
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/// <summary>
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/// Base class for all light behaviours to derive from.
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/// This AnimationTrack derivative does not rely on keyframes since it often needs to have a randomized duration.
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/// </summary>
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[Serializable]
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[ImplicitDataDefinitionForInheritors]
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public abstract partial class LightBehaviourAnimationTrack : AnimationTrackProperty
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{
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protected IEntityManager _entMan = default!;
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protected IRobustRandom _random = default!;
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[DataField("id")] public string ID { get; set; } = string.Empty;
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[DataField("property")]
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public virtual string Property { get; protected set; } = nameof(PointLightComponent.AnimatedRadius);
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[DataField("isLooped")] public bool IsLooped { get; set; }
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[DataField("enabled")] public bool Enabled { get; set; }
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[DataField("startValue")] public float StartValue { get; set; } = 0f;
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[DataField("endValue")] public float EndValue { get; set; } = 2f;
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[DataField("minDuration")] public float MinDuration { get; set; } = -1f;
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[DataField("maxDuration")] public float MaxDuration { get; set; } = 2f;
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[DataField("interpolate")] public AnimationInterpolationMode InterpolateMode { get; set; } = AnimationInterpolationMode.Linear;
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[ViewVariables] protected float MaxTime { get; set; }
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private float _maxTime = default;
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private EntityUid _parent = default!;
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public void Initialize(EntityUid parent, IRobustRandom random, IEntityManager entMan)
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{
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_random = random;
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_entMan = entMan;
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_parent = parent;
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if (Enabled && _entMan.TryGetComponent(_parent, out PointLightComponent? light))
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{
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_entMan.System<PointLightSystem>().SetEnabled(_parent, true, light);
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}
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OnInitialize();
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}
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public void UpdatePlaybackValues(Animation owner)
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{
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if (_entMan.TryGetComponent(_parent, out PointLightComponent? light))
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{
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_entMan.System<PointLightSystem>().SetEnabled(_parent, true, light);
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}
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if (MinDuration > 0)
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{
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MaxTime = (float)_random.NextDouble() * (MaxDuration - MinDuration) + MinDuration;
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}
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else
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{
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MaxTime = MaxDuration;
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}
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owner.Length = TimeSpan.FromSeconds(MaxTime);
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}
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public override (int KeyFrameIndex, float FramePlayingTime) InitPlayback()
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{
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OnStart();
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return (-1, _maxTime);
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}
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protected void ApplyProperty(object value)
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{
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if (Property == null)
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{
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throw new InvalidOperationException("Property parameter is null! Check the prototype!");
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}
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if (_entMan.TryGetComponent(_parent, out PointLightComponent? light))
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{
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AnimationHelper.SetAnimatableProperty(light, Property, value);
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}
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}
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protected override void ApplyProperty(object context, object value)
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{
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ApplyProperty(value);
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}
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public virtual void OnInitialize() { }
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public virtual void OnStart() { }
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}
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/// <summary>
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/// A light behaviour that alternates between StartValue and EndValue
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/// </summary>
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[UsedImplicitly]
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public sealed partial class PulseBehaviour : LightBehaviourAnimationTrack
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{
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public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(
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object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime)
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{
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var playingTime = prevPlayingTime + frameTime;
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var interpolateValue = playingTime / MaxTime;
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if (Property == nameof(PointLightComponent.AnimatedEnable)) // special case for boolean
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{
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ApplyProperty(interpolateValue < 0.5f);
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return (-1, playingTime);
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}
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if (interpolateValue < 0.5f)
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{
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switch (InterpolateMode)
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{
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case AnimationInterpolationMode.Linear:
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ApplyProperty(InterpolateLinear(StartValue, EndValue, interpolateValue * 2f));
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break;
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case AnimationInterpolationMode.Cubic:
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ApplyProperty(InterpolateCubic(EndValue, StartValue, EndValue, StartValue, interpolateValue * 2f));
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break;
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default:
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case AnimationInterpolationMode.Nearest:
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ApplyProperty(StartValue);
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break;
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}
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}
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else
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{
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switch (InterpolateMode)
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{
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case AnimationInterpolationMode.Linear:
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ApplyProperty(InterpolateLinear(EndValue, StartValue, (interpolateValue - 0.5f) * 2f));
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break;
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case AnimationInterpolationMode.Cubic:
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ApplyProperty(InterpolateCubic(StartValue, EndValue, StartValue, EndValue, (interpolateValue - 0.5f) * 2f));
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break;
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default:
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case AnimationInterpolationMode.Nearest:
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ApplyProperty(EndValue);
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break;
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}
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}
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return (-1, playingTime);
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}
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}
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/// <summary>
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/// A light behaviour that interpolates from StartValue to EndValue
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/// </summary>
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[UsedImplicitly]
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public sealed partial class FadeBehaviour : LightBehaviourAnimationTrack
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{
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/// <summary>
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/// Automatically reverse the animation when EndValue is reached. In this particular case, MaxTime specifies the
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/// time of the full animation, including the reverse interpolation.
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/// </summary>
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[DataField("reverseWhenFinished")]
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public bool ReverseWhenFinished { get; set; }
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public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(
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object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime)
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{
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var playingTime = prevPlayingTime + frameTime;
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var interpolateValue = playingTime / MaxTime;
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if (Property == nameof(PointLightComponent.AnimatedEnable)) // special case for boolean
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{
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ApplyProperty(interpolateValue < EndValue);
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return (-1, playingTime);
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}
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// From 0 to MaxTime/2, we go from StartValue to EndValue. From MaxTime/2 to MaxTime, we reverse this interpolation.
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if (ReverseWhenFinished)
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{
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if (interpolateValue < 0.5f)
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{
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ApplyInterpolation(StartValue, EndValue, interpolateValue * 2);
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}
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else
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{
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ApplyInterpolation(EndValue, StartValue, (interpolateValue - 0.5f) * 2);
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}
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}
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else
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{
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ApplyInterpolation(StartValue, EndValue, interpolateValue);
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}
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return (-1, playingTime);
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}
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private void ApplyInterpolation(float start, float end, float interpolateValue)
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{
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switch (InterpolateMode)
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{
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case AnimationInterpolationMode.Linear:
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ApplyProperty(InterpolateLinear(start, end, interpolateValue));
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break;
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case AnimationInterpolationMode.Cubic:
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ApplyProperty(InterpolateCubic(end, start, end, start, interpolateValue));
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break;
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default:
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case AnimationInterpolationMode.Nearest:
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ApplyProperty(interpolateValue < 0.5f ? start : end);
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break;
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}
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}
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}
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/// <summary>
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/// A light behaviour that interpolates using random values chosen between StartValue and EndValue.
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/// </summary>
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[UsedImplicitly]
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public sealed partial class RandomizeBehaviour : LightBehaviourAnimationTrack
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{
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private float _randomValue1;
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private float _randomValue2;
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private float _randomValue3;
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private float _randomValue4;
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public override void OnInitialize()
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{
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// This is very janky. This could easily result in no visible animation at all if the random values happen
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// to all be close to each other.
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// TODO ANIMATIONS
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_randomValue1 = (float)InterpolateLinear(StartValue, EndValue, (float)_random.NextDouble());
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_randomValue2 = (float)InterpolateLinear(StartValue, EndValue, (float)_random.NextDouble());
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_randomValue3 = (float)InterpolateLinear(StartValue, EndValue, (float)_random.NextDouble());
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}
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public override void OnStart()
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{
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if (Property == nameof(PointLightComponent.AnimatedEnable)) // special case for boolean, we randomize it
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{
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ApplyProperty(_random.NextDouble() < 0.5);
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return;
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}
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if (InterpolateMode == AnimationInterpolationMode.Cubic)
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{
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_randomValue1 = _randomValue2;
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_randomValue2 = _randomValue3;
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}
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_randomValue3 = _randomValue4;
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_randomValue4 = (float)InterpolateLinear(StartValue, EndValue, (float) _random.NextDouble());
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}
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public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(
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object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime)
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{
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var playingTime = prevPlayingTime + frameTime;
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var interpolateValue = playingTime / MaxTime;
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if (Property == nameof(PointLightComponent.AnimatedEnable))
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{
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return (-1, playingTime);
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}
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switch (InterpolateMode)
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{
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case AnimationInterpolationMode.Linear:
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ApplyProperty(InterpolateLinear(_randomValue3, _randomValue4, interpolateValue));
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break;
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case AnimationInterpolationMode.Cubic:
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ApplyProperty(InterpolateCubic(_randomValue1, _randomValue2, _randomValue3, _randomValue4, interpolateValue));
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break;
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default:
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case AnimationInterpolationMode.Nearest:
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ApplyProperty(interpolateValue < 0.5f ? _randomValue3 : _randomValue4);
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break;
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}
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return (-1, playingTime);
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}
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}
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/// <summary>
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/// A light behaviour that cycles through a list of colors.
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/// </summary>
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[UsedImplicitly]
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[DataDefinition]
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public sealed partial class ColorCycleBehaviour : LightBehaviourAnimationTrack, ISerializationHooks
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{
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[DataField("property")]
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public override string Property { get; protected set; } = nameof(PointLightComponent.Color);
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[DataField("colors")] public List<Color> ColorsToCycle { get; set; } = new();
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private int _colorIndex;
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public override void OnStart()
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{
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_colorIndex++;
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if (_colorIndex > ColorsToCycle.Count - 1)
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{
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_colorIndex = 0;
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}
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}
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public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(
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object context, int prevKeyFrameIndex, float prevPlayingTime, float frameTime)
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{
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var playingTime = prevPlayingTime + frameTime;
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var interpolateValue = playingTime / MaxTime;
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switch (InterpolateMode)
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{
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case AnimationInterpolationMode.Linear:
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ApplyProperty(InterpolateLinear(ColorsToCycle[(_colorIndex - 1) % ColorsToCycle.Count],
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ColorsToCycle[_colorIndex],
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interpolateValue));
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break;
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case AnimationInterpolationMode.Cubic:
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ApplyProperty(InterpolateCubic(ColorsToCycle[_colorIndex],
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ColorsToCycle[(_colorIndex + 1) % ColorsToCycle.Count],
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ColorsToCycle[(_colorIndex + 2) % ColorsToCycle.Count],
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ColorsToCycle[(_colorIndex + 3) % ColorsToCycle.Count],
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interpolateValue));
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break;
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default:
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case AnimationInterpolationMode.Nearest:
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ApplyProperty(ColorsToCycle[_colorIndex]);
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break;
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}
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return (-1, playingTime);
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}
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void ISerializationHooks.AfterDeserialization()
|
|
{
|
|
if (ColorsToCycle.Count < 2)
|
|
{
|
|
throw new InvalidOperationException($"{nameof(ColorCycleBehaviour)} has less than 2 colors to cycle");
|
|
}
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// A component which applies a specific behaviour to a PointLightComponent on its owner.
|
|
/// </summary>
|
|
[RegisterComponent]
|
|
public sealed partial class LightBehaviourComponent : SharedLightBehaviourComponent, ISerializationHooks
|
|
{
|
|
public const string KeyPrefix = nameof(LightBehaviourComponent);
|
|
|
|
public sealed class AnimationContainer
|
|
{
|
|
public AnimationContainer(int key, Animation animation, LightBehaviourAnimationTrack track)
|
|
{
|
|
Key = key;
|
|
Animation = animation;
|
|
LightBehaviour = track;
|
|
}
|
|
|
|
public string FullKey => KeyPrefix + Key;
|
|
public int Key { get; set; }
|
|
public Animation Animation { get; set; }
|
|
public LightBehaviourAnimationTrack LightBehaviour { get; set; }
|
|
}
|
|
|
|
[ViewVariables(VVAccess.ReadOnly)]
|
|
[DataField("behaviours")]
|
|
public List<LightBehaviourAnimationTrack> Behaviours = new();
|
|
|
|
[ViewVariables(VVAccess.ReadOnly)]
|
|
public readonly List<AnimationContainer> Animations = new();
|
|
|
|
[ViewVariables(VVAccess.ReadOnly)]
|
|
public Dictionary<string, object> OriginalPropertyValues = new();
|
|
|
|
void ISerializationHooks.AfterDeserialization()
|
|
{
|
|
var key = 0;
|
|
|
|
foreach (var behaviour in Behaviours)
|
|
{
|
|
var animation = new Animation()
|
|
{
|
|
AnimationTracks = { behaviour }
|
|
};
|
|
|
|
Animations.Add(new AnimationContainer(key, animation, behaviour));
|
|
key++;
|
|
}
|
|
}
|
|
}
|
|
}
|