ShowEmergencyShuttleCommand and MeleeSpreadCommand LEC conversion. (#37993)

progress
This commit is contained in:
Kyle Tyo
2025-06-06 20:28:00 -04:00
committed by GitHub
parent 8324aa9bea
commit 5707a31cac
4 changed files with 32 additions and 35 deletions

View File

@@ -3,39 +3,33 @@ using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Shared.Console;
using Robust.Shared.Map;
namespace Content.Client.Weapons.Melee;
public sealed class MeleeSpreadCommand : IConsoleCommand
public sealed class MeleeSpreadCommand : LocalizedEntityCommands
{
public string Command => "showmeleespread";
public string Description => "Shows the current weapon's range and arc for debugging";
public string Help => $"{Command}";
public void Execute(IConsoleShell shell, string argStr, string[] args)
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IOverlayManager _overlay = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly MeleeWeaponSystem _meleeSystem = default!;
[Dependency] private readonly SharedCombatModeSystem _combatSystem = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
public override string Command => "showmeleespread";
public override void Execute(IConsoleShell shell, string argStr, string[] args)
{
var collection = IoCManager.Instance;
if (collection == null)
if (_overlay.RemoveOverlay<MeleeArcOverlay>())
return;
var overlayManager = collection.Resolve<IOverlayManager>();
if (overlayManager.RemoveOverlay<MeleeArcOverlay>())
{
return;
}
var sysManager = collection.Resolve<IEntitySystemManager>();
overlayManager.AddOverlay(new MeleeArcOverlay(
collection.Resolve<IEntityManager>(),
collection.Resolve<IEyeManager>(),
collection.Resolve<IInputManager>(),
collection.Resolve<IPlayerManager>(),
sysManager.GetEntitySystem<MeleeWeaponSystem>(),
sysManager.GetEntitySystem<SharedCombatModeSystem>(),
sysManager.GetEntitySystem<SharedTransformSystem>()));
_overlay.AddOverlay(new MeleeArcOverlay(
EntityManager,
_eyeManager,
_inputManager,
_playerManager,
_meleeSystem,
_combatSystem,
_transformSystem));
}
}