Lights now use dependencies.

This commit is contained in:
Víctor Aguilera Puerto
2020-09-01 16:18:46 +02:00
parent 2d92432830
commit 9398f90e7c

View File

@@ -31,6 +31,8 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
[RegisterComponent] [RegisterComponent]
public class PoweredLightComponent : Component, IInteractHand, IInteractUsing, IMapInit, ISignalReceiver public class PoweredLightComponent : Component, IInteractHand, IInteractUsing, IMapInit, ISignalReceiver
{ {
[Dependency] private IGameTiming _gameTiming = default!;
public override string Name => "PoweredLight"; public override string Name => "PoweredLight";
private static readonly TimeSpan _thunkDelay = TimeSpan.FromSeconds(2); private static readonly TimeSpan _thunkDelay = TimeSpan.FromSeconds(2);
@@ -40,6 +42,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
private LightBulbType BulbType = LightBulbType.Tube; private LightBulbType BulbType = LightBulbType.Tube;
[ViewVariables] private ContainerSlot _lightBulbContainer; [ViewVariables] private ContainerSlot _lightBulbContainer;
[ViewVariables] [ViewVariables]
private LightBulbComponent LightBulb private LightBulbComponent LightBulb
{ {
@@ -209,7 +212,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
sprite.LayerSetState(0, "on"); sprite.LayerSetState(0, "on");
light.Enabled = true; light.Enabled = true;
light.Color = LightBulb.Color; light.Color = LightBulb.Color;
var time = IoCManager.Resolve<IGameTiming>().CurTime; var time = _gameTiming.CurTime;
if (time > _lastThunk + _thunkDelay) if (time > _lastThunk + _thunkDelay)
{ {
_lastThunk = time; _lastThunk = time;