New Status Effects system: Relay events (#38579)
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@@ -3,7 +3,6 @@ using Content.Shared.StatusEffectNew.Components;
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using Content.Shared.Whitelist;
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using Robust.Shared.GameStates;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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@@ -30,11 +29,11 @@ public abstract partial class SharedStatusEffectsSystem : EntitySystem
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{
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base.Initialize();
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InitializeRelay();
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SubscribeLocalEvent<StatusEffectComponent, StatusEffectAppliedEvent>(OnStatusEffectApplied);
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SubscribeLocalEvent<StatusEffectComponent, StatusEffectRemovedEvent>(OnStatusEffectRemoved);
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SubscribeLocalEvent<StatusEffectContainerComponent, LocalPlayerAttachedEvent>(OnStatusEffectContainerAttached);
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SubscribeLocalEvent<StatusEffectContainerComponent, LocalPlayerDetachedEvent>(OnStatusEffectContainerDetached);
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SubscribeLocalEvent<StatusEffectContainerComponent, ComponentGetState>(OnGetState);
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_containerQuery = GetEntityQuery<StatusEffectContainerComponent>();
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@@ -46,24 +45,6 @@ public abstract partial class SharedStatusEffectsSystem : EntitySystem
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args.State = new StatusEffectContainerComponentState(GetNetEntitySet(ent.Comp.ActiveStatusEffects));
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}
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private void OnStatusEffectContainerAttached(Entity<StatusEffectContainerComponent> ent, ref LocalPlayerAttachedEvent args)
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{
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foreach (var effect in ent.Comp.ActiveStatusEffects)
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{
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var ev = new StatusEffectPlayerAttachedEvent(ent);
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RaiseLocalEvent(effect, ref ev);
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}
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}
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private void OnStatusEffectContainerDetached(Entity<StatusEffectContainerComponent> ent, ref LocalPlayerDetachedEvent args)
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{
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foreach (var effect in ent.Comp.ActiveStatusEffects)
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{
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var ev = new StatusEffectPlayerDetachedEvent(ent);
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RaiseLocalEvent(effect, ref ev);
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}
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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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@@ -187,20 +168,6 @@ public readonly record struct StatusEffectAppliedEvent(EntityUid Target);
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[ByRefEvent]
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public readonly record struct StatusEffectRemovedEvent(EntityUid Target);
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/// <summary>
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/// Called on a status effect entity inside <see cref="StatusEffectContainerComponent"/>
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/// after a player has been <see cref="LocalPlayerAttachedEvent"/> to this container entity.
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/// </summary>
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[ByRefEvent]
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public readonly record struct StatusEffectPlayerAttachedEvent(EntityUid Target);
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/// <summary>
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/// Called on a status effect entity inside <see cref="StatusEffectContainerComponent"/>
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/// after a player has been <see cref="LocalPlayerDetachedEvent"/> to this container entity.
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/// </summary>
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[ByRefEvent]
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public readonly record struct StatusEffectPlayerDetachedEvent(EntityUid Target);
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/// <summary>
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/// Raised on an entity before a status effect is added to determine if adding it should be cancelled.
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/// </summary>
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