@@ -11,6 +11,7 @@ public sealed class ColorFlashEffectSystem : SharedColorFlashEffectSystem
|
||||
{
|
||||
[Dependency] private readonly IGameTiming _timing = default!;
|
||||
[Dependency] private readonly AnimationPlayerSystem _animation = default!;
|
||||
[Dependency] private readonly IComponentFactory _factory = default!;
|
||||
|
||||
/// <summary>
|
||||
/// It's a little on the long side but given we use multiple colours denoting what happened it makes it easier to register.
|
||||
@@ -86,8 +87,13 @@ public sealed class ColorFlashEffectSystem : SharedColorFlashEffectSystem
|
||||
continue;
|
||||
}
|
||||
|
||||
var player = EnsureComp<AnimationPlayerComponent>(ent);
|
||||
player.NetSyncEnabled = false;
|
||||
if (!TryComp(ent, out AnimationPlayerComponent? player))
|
||||
{
|
||||
player = (AnimationPlayerComponent) _factory.GetComponent(typeof(AnimationPlayerComponent));
|
||||
player.Owner = ent;
|
||||
player.NetSyncEnabled = false;
|
||||
AddComp(ent, player);
|
||||
}
|
||||
|
||||
// Need to stop the existing animation first to ensure the sprite color is fixed.
|
||||
// Otherwise we might lerp to a red colour instead.
|
||||
@@ -111,8 +117,14 @@ public sealed class ColorFlashEffectSystem : SharedColorFlashEffectSystem
|
||||
if (animation == null)
|
||||
continue;
|
||||
|
||||
var comp = EnsureComp<ColorFlashEffectComponent>(ent);
|
||||
comp.NetSyncEnabled = false;
|
||||
if (!TryComp(ent, out ColorFlashEffectComponent? comp))
|
||||
{
|
||||
comp = (ColorFlashEffectComponent) _factory.GetComponent(typeof(ColorFlashEffectComponent));
|
||||
comp.Owner = ent;
|
||||
comp.NetSyncEnabled = false;
|
||||
AddComp(ent, comp);
|
||||
}
|
||||
|
||||
comp.Color = sprite.Color;
|
||||
_animation.Play((ent, player), animation, AnimationKey);
|
||||
}
|
||||
|
||||
@@ -31,6 +31,7 @@ public sealed partial class GunSystem : SharedGunSystem
|
||||
[Dependency] private readonly AnimationPlayerSystem _animPlayer = default!;
|
||||
[Dependency] private readonly InputSystem _inputSystem = default!;
|
||||
[Dependency] private readonly SharedCameraRecoilSystem _recoil = default!;
|
||||
[Dependency] private readonly IComponentFactory _factory = default!;
|
||||
|
||||
[ValidatePrototypeId<EntityPrototype>]
|
||||
public const string HitscanProto = "HitscanEffect";
|
||||
@@ -309,8 +310,14 @@ public sealed partial class GunSystem : SharedGunSystem
|
||||
};
|
||||
|
||||
_animPlayer.Play(ent, anim, "muzzle-flash");
|
||||
var light = EnsureComp<PointLightComponent>(uid);
|
||||
light.NetSyncEnabled = false;
|
||||
if (!TryComp(uid, out PointLightComponent? light))
|
||||
{
|
||||
light = (PointLightComponent) _factory.GetComponent(typeof(PointLightComponent));
|
||||
light.Owner = uid;
|
||||
light.NetSyncEnabled = false;
|
||||
AddComp(uid, light);
|
||||
}
|
||||
|
||||
Lights.SetEnabled(uid, true, light);
|
||||
Lights.SetRadius(uid, 2f, light);
|
||||
Lights.SetColor(uid, Color.FromHex("#cc8e2b"), light);
|
||||
|
||||
Reference in New Issue
Block a user