Кастомная музыка лобби. Пак неадаптированной локализации. (#59)
* add music, add lobby localization * delete unused ftl * add localization variable * move to _CP14
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95
Content.Shared/_CP14/DayCycle/DayCycleSystem.cs
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95
Content.Shared/_CP14/DayCycle/DayCycleSystem.cs
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using Robust.Shared.Map.Components;
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using Robust.Shared.Timing;
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namespace Content.Shared.CrystallPunk.DayCycle;
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public sealed partial class DayCycleSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DayCycleComponent, MapInitEvent>(OnMapInitDayCycle);
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SubscribeLocalEvent<DayCycleComponent, DayCycleDayStartedEvent>(OnDayStarted);
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SubscribeLocalEvent<DayCycleComponent, DayCycleNightStartedEvent>(OnNightStarted);
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}
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private void OnDayStarted(Entity<DayCycleComponent> dayCycle, ref DayCycleDayStartedEvent args)
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{
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}
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private void OnNightStarted(Entity<DayCycleComponent> dayCycle, ref DayCycleNightStartedEvent args)
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{
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}
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private void OnMapInitDayCycle(Entity<DayCycleComponent> dayCycle, ref MapInitEvent args)
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{
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if (dayCycle.Comp.TimeEntries == null || dayCycle.Comp.TimeEntries.Count == 0) return;
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var currentEntry = dayCycle.Comp.TimeEntries[0];
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dayCycle.Comp.EntryStartTime = _timing.CurTime;
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dayCycle.Comp.EntryEndTime = _timing.CurTime + currentEntry.Duration;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var dayCycleQuery = EntityQueryEnumerator<DayCycleComponent, MapLightComponent>();
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while (dayCycleQuery.MoveNext(out var uid, out var dayCycle, out var mapLight))
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{
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if (dayCycle.TimeEntries.Count <= 1) continue;
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var curEntry = dayCycle.CurrentTimeEntry;
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var nextEntry = (curEntry + 1 >= dayCycle.TimeEntries.Count) ? 0 : (curEntry + 1);
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var start = dayCycle.EntryStartTime;
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var end = dayCycle.EntryEndTime;
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var lerpValue = GetLerpValue((float) start.TotalSeconds, (float) end.TotalSeconds, (float) _timing.CurTime.TotalSeconds);
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var startColor = dayCycle.TimeEntries[curEntry].StartColor;
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var endColor = dayCycle.TimeEntries[nextEntry].StartColor;
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mapLight.AmbientLightColor = Color.InterpolateBetween(startColor, endColor, lerpValue);
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Dirty(uid, mapLight);
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if (_timing.CurTime > dayCycle.EntryEndTime)
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{
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dayCycle.CurrentTimeEntry = nextEntry;
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dayCycle.EntryStartTime = dayCycle.EntryEndTime;
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dayCycle.EntryEndTime = dayCycle.EntryEndTime + dayCycle.TimeEntries[nextEntry].Duration;
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if (dayCycle.IsNight && !dayCycle.TimeEntries[curEntry].IsNight) // Day started
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{
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dayCycle.IsNight = false;
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var ev = new DayCycleDayStartedEvent(uid);
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RaiseLocalEvent(uid, ref ev, true);
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}
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if (!dayCycle.IsNight && dayCycle.TimeEntries[curEntry].IsNight) // Night started
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{
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dayCycle.IsNight = true;
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var ev = new DayCycleNightStartedEvent(uid);
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RaiseLocalEvent(uid, ref ev, true);
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}
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}
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}
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}
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public static float GetLerpValue(float start, float end, float current)
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{
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if (start == end)
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return 0f;
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else
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{
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float distanceFromStart = current - start;
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float totalDistance = end - start;
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return MathHelper.Clamp01(distanceFromStart / totalDistance);
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}
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}
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}
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