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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@@ -0,0 +1,7 @@
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namespace Content.Shared.Electrocution;
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/// <summary>
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/// Handles toggling sprite layers for the electrocution HUD to show if an entity with the ElectrifiedComponent is electrified.
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/// </summary>
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[RegisterComponent]
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public sealed partial class ElectrocutionHUDVisualsComponent : Component;
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@@ -3,7 +3,7 @@ using Robust.Shared.GameStates;
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namespace Content.Shared.Electrocution;
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/// <summary>
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/// Allow an entity to see the ElectrocutionOverlay showing electrocuted doors.
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/// Allow an entity to see the Electrocution HUD showing electrocuted doors.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class ElectrocutionOverlayComponent : Component;
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public sealed partial class ShowElectrocutionHUDComponent : Component;
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@@ -6,7 +6,7 @@ namespace Content.Shared.Electrocution;
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public enum ElectrifiedLayers : byte
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{
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Sparks,
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Overlay,
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HUD,
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}
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[Serializable, NetSerializable]
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@@ -55,7 +55,7 @@
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skipChecks: true
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- type: Ghost
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- type: GhostHearing
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- type: ElectrocutionOverlay
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- type: ShowElectrocutionHUD
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- type: IntrinsicRadioReceiver
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- type: ActiveRadio
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receiveAllChannels: true
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@@ -30,7 +30,7 @@
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- type: IgnoreUIRange
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- type: StationAiHeld
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- type: StationAiOverlay
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- type: ElectrocutionOverlay
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- type: ShowElectrocutionHUD
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- type: ActionGrant
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actions:
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- ActionJumpToCore
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@@ -35,7 +35,7 @@
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sprite: Interface/Misc/ai_hud.rsi
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shader: unshaded
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visible: false
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map: ["enum.ElectrifiedLayers.Overlay"]
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map: ["enum.ElectrifiedLayers.HUD"]
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- type: AnimationPlayer
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- type: Physics
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- type: Fixtures
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@@ -78,6 +78,7 @@
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- type: DoorBolt
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- type: Appearance
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- type: WiresVisuals
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- type: ElectrocutionHUDVisuals
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- type: ApcPowerReceiver
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powerLoad: 20
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- type: ExtensionCableReceiver
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@@ -30,24 +30,6 @@
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hard: false
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- type: Sprite
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sprite: Structures/Doors/Airlocks/Standard/shuttle.rsi
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snapCardinals: false
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layers:
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- state: closed
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map: ["enum.DoorVisualLayers.Base"]
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- state: closed_unlit
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shader: unshaded
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map: ["enum.DoorVisualLayers.BaseUnlit"]
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visible: false
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- state: welded
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map: ["enum.WeldableLayers.BaseWelded"]
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- state: bolted_unlit
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shader: unshaded
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map: ["enum.DoorVisualLayers.BaseBolted"]
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- state: emergency_unlit
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shader: unshaded
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map: ["enum.DoorVisualLayers.BaseEmergencyAccess"]
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- state: panel_open
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map: ["enum.WiresVisualLayers.MaintenancePanel"]
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- type: Wires
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layoutId: Docking
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- type: Door
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