cleanup
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@@ -6,96 +6,90 @@ using Robust.Shared.Player;
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namespace Content.Client.Electrocution;
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/// <summary>
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/// Shows the ElectrocutionOverlay to entities with the ElectrocutionOverlayComponent.
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/// Shows the Electrocution HUD to entities with the ShowElectrocutionHUDComponent.
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/// </summary>
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public sealed class ElectrocutionOverlaySystem : EntitySystem
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public sealed class ElectrifiedVisualizerSystem : VisualizerSystem<ElectrocutionHUDVisualsComponent>
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{
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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[Dependency] private readonly IPlayerManager _playerMan = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<ElectrocutionOverlayComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<ElectrocutionOverlayComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<ElectrocutionOverlayComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<ElectrocutionOverlayComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
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base.Initialize();
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SubscribeLocalEvent<ElectrifiedComponent, AppearanceChangeEvent>(OnAppearanceChange);
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SubscribeLocalEvent<ShowElectrocutionHUDComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<ShowElectrocutionHUDComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<ShowElectrocutionHUDComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<ShowElectrocutionHUDComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
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}
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private void OnPlayerAttached(Entity<ElectrocutionOverlayComponent> ent, ref LocalPlayerAttachedEvent args)
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private void OnPlayerAttached(Entity<ShowElectrocutionHUDComponent> ent, ref LocalPlayerAttachedEvent args)
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{
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ShowOverlay();
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ShowHUD();
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}
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private void OnPlayerDetached(Entity<ElectrocutionOverlayComponent> ent, ref LocalPlayerDetachedEvent args)
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private void OnPlayerDetached(Entity<ShowElectrocutionHUDComponent> ent, ref LocalPlayerDetachedEvent args)
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{
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RemoveOverlay();
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RemoveHUD();
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}
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private void OnInit(Entity<ElectrocutionOverlayComponent> ent, ref ComponentInit args)
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private void OnInit(Entity<ShowElectrocutionHUDComponent> ent, ref ComponentInit args)
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{
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if (_playerMan.LocalEntity == ent)
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{
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ShowOverlay();
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ShowHUD();
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}
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}
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private void OnShutdown(Entity<ElectrocutionOverlayComponent> ent, ref ComponentShutdown args)
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private void OnShutdown(Entity<ShowElectrocutionHUDComponent> ent, ref ComponentShutdown args)
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{
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if (_playerMan.LocalEntity == ent)
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{
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RemoveOverlay();
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RemoveHUD();
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}
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}
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private void ShowOverlay()
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// Show the HUD to the client.
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// We have to look for all current entities that can be electrified and toggle the HUD layer on if they are.
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private void ShowHUD()
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{
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var electrifiedQuery = AllEntityQuery<ElectrifiedComponent, AppearanceComponent, SpriteComponent>();
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var electrifiedQuery = AllEntityQuery<ElectrocutionHUDVisualsComponent, AppearanceComponent, SpriteComponent>();
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while (electrifiedQuery.MoveNext(out var uid, out var _, out var appearanceComp, out var spriteComp))
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{
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if (!_appearance.TryGetData<bool>(uid, ElectrifiedVisuals.IsElectrified, out var electrified, appearanceComp))
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continue;
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if (!spriteComp.LayerMapTryGet(ElectrifiedLayers.Overlay, out var layer))
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if (!AppearanceSystem.TryGetData<bool>(uid, ElectrifiedVisuals.IsElectrified, out var electrified, appearanceComp))
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continue;
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if (electrified)
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spriteComp.LayerSetVisible(ElectrifiedLayers.Overlay, true);
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spriteComp.LayerSetVisible(ElectrifiedLayers.HUD, true);
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else
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spriteComp.LayerSetVisible(ElectrifiedLayers.Overlay, false);
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spriteComp.LayerSetVisible(ElectrifiedLayers.HUD, false);
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}
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}
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private void RemoveOverlay()
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// Remove the HUD from the client.
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// Find all current entities that can be electrified and hide the HUD layer.
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private void RemoveHUD()
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{
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var electrifiedQuery = AllEntityQuery<ElectrifiedComponent, AppearanceComponent, SpriteComponent>();
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var electrifiedQuery = AllEntityQuery<ElectrocutionHUDVisualsComponent, AppearanceComponent, SpriteComponent>();
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while (electrifiedQuery.MoveNext(out var uid, out var _, out var appearanceComp, out var spriteComp))
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{
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if (!spriteComp.LayerMapTryGet(ElectrifiedLayers.Overlay, out var layer))
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continue;
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spriteComp.LayerSetVisible(layer, false);
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spriteComp.LayerSetVisible(ElectrifiedLayers.HUD, false);
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}
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}
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private void OnAppearanceChange(Entity<ElectrifiedComponent> ent, ref AppearanceChangeEvent args)
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// Toggle the HUD layer if an entity becomes (de-)electrified
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protected override void OnAppearanceChange(EntityUid uid, ElectrocutionHUDVisualsComponent comp, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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if (!_appearance.TryGetData<bool>(ent.Owner, ElectrifiedVisuals.IsElectrified, out var electrified, args.Component))
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return;
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if (!args.Sprite.LayerMapTryGet(ElectrifiedLayers.Overlay, out var layer))
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if (!AppearanceSystem.TryGetData<bool>(uid, ElectrifiedVisuals.IsElectrified, out var electrified, args.Component))
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return;
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var player = _playerMan.LocalEntity;
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if (electrified && HasComp<ElectrocutionOverlayComponent>(player))
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args.Sprite.LayerSetVisible(layer, true);
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if (electrified && HasComp<ShowElectrocutionHUDComponent>(player))
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args.Sprite.LayerSetVisible(ElectrifiedLayers.HUD, true);
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else
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args.Sprite.LayerSetVisible(layer, false);
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args.Sprite.LayerSetVisible(ElectrifiedLayers.HUD, false);
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}
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}
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