Gateway destinations (#21040)
* Gateway generation * Gateway stuff * gatewehs * mercenaries * play area * Range fixes and tweaks * weh * Gateway UI polish * Lots of fixes * Knock some items off * Fix dungeon spawning Realistically we should probably be using a salvage job. * wahwah * wehvs * expression * weh * eee * a * a * WEH * frfr * Gatwey * Fix gateway windows * Fix gateway windows * a * a * Better layer masking * a * a * Noise fixes * a * Fix fractal calculations * a * More fixes * Fixes * Add layers back in * Fixes * namespaces and ftl * Other TODO * Fix distance * Cleanup * Fix test
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@@ -15,7 +15,6 @@ namespace Content.Client.Weather;
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public sealed class WeatherSystem : SharedWeatherSystem
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{
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[Dependency] private readonly IOverlayManager _overlayManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly AudioSystem _audio = default!;
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[Dependency] private readonly MapSystem _mapSystem = default!;
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@@ -28,16 +27,9 @@ public sealed class WeatherSystem : SharedWeatherSystem
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public override void Initialize()
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{
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base.Initialize();
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_overlayManager.AddOverlay(new WeatherOverlay(_transform, EntityManager.System<SpriteSystem>(), this));
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SubscribeLocalEvent<WeatherComponent, ComponentHandleState>(OnWeatherHandleState);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_overlayManager.RemoveOverlay<WeatherOverlay>();
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}
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protected override void Run(EntityUid uid, WeatherData weather, WeatherPrototype weatherProto, float frameTime)
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{
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base.Run(uid, weather, weatherProto, frameTime);
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