Files
crystall-punk-14/Content.Server/_CP14/MagicRituals/CP14RitualSystem.Visuals.cs
Ed d2c5aa74b4 Ritualizm (#474)
* ritual cucumber setup

* entities requirements

* try graph???

* Revert "try graph???"

This reverts commit c90c6353cb.

* pipyau

* fixes

* yay, it works

* spawn effect

* regex lower message restrictions

* unique speakers support

* apply entity effect ritual

* ritual chalk

* Update SpawnEntity.cs

* ritual stability

* stability event

* add guidebook description to all ritual actions

* Readability added

* Update RequiredResource.cs

* finish describer

* clean up describer

* Update triggers.ftl

* cave ambient loop

* parry sound update

* rituals end start

* magic ambience add

* global sharedization

* Update phases.yml

* daytime requirement

* Update phases.yml

* start ritual

* fixes

* more ambient work

* rritual visualizer

* end ritual

* magic orbs!

* required orbs

* orbs design

* consume orbs

* setup neutral cluster triggers and edges

* listener proxy

* restucture graph

* fix time triggers

* healing cluster

* fixes

* Create CP14RitualTest.cs

* test errors for check test

* YEEEE

* Fuck triggers, its broken now, YAY

* triggers redo

* fix

* fix test

* Update CP14RitualTest.cs

* Update neutral_cluster.yml

* Update CP14RitualSystem.Triggers.cs

* clean up, documentation

* redo triggers again

* and another one

* species sacrifice trigger

* whitelist trigger

* fix

* describer refactor

* fix memory leaking  + hyperlinks

* dd
2024-10-06 18:04:18 +03:00

23 lines
754 B
C#

using Content.Shared._CP14.MagicRitual;
using Robust.Server.GameObjects;
namespace Content.Server._CP14.MagicRituals;
public sealed partial class CP14RitualSystem
{
[Dependency] private readonly AppearanceSystem _appearance = default!;
private void InitializeVisuals()
{
SubscribeLocalEvent<CP14MagicRitualPhaseComponent, CP14RitualPhaseBoundEvent>(OnPhaseBound);
}
private void OnPhaseBound(Entity<CP14MagicRitualPhaseComponent> ent, ref CP14RitualPhaseBoundEvent args)
{
if (!TryComp<CP14MagicRitualComponent>(args.Ritual, out var ritual))
return;
_pointLight.SetColor(ent, ent.Comp.PhaseColor);
_appearance.SetData(args.Ritual, RitualVisuals.Color, ent.Comp.PhaseColor);
}
}