Remove lights compref (#19531)
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@@ -1,8 +1,8 @@
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using Content.Shared.Explosion;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.GameStates;
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using Robust.Shared.Graphics.RSI;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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@@ -17,6 +17,7 @@ public sealed class ExplosionOverlaySystem : EntitySystem
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[Dependency] private readonly IPrototypeManager _protoMan = default!;
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[Dependency] private readonly IResourceCache _resCache = default!;
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[Dependency] private readonly IOverlayManager _overlayMan = default!;
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[Dependency] private readonly SharedPointLightSystem _lights = default!;
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/// <summary>
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/// For how many seconds should an explosion stay on-screen once it has finished expanding?
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@@ -71,9 +72,11 @@ public sealed class ExplosionOverlaySystem : EntitySystem
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// spawn in a client-side light source at the epicenter
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var lightEntity = Spawn("ExplosionLight", component.Epicenter);
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var light = EnsureComp<PointLightComponent>(lightEntity);
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light.Energy = light.Radius = component.Intensity.Count;
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light.Color = type.LightColor;
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var light = _lights.EnsureLight(lightEntity);
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_lights.SetRadius(lightEntity, component.Intensity.Count, light);
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_lights.SetEnergy(lightEntity, component.Intensity.Count, light);
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_lights.SetColor(lightEntity, type.LightColor, light);
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textures.LightEntity = lightEntity;
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textures.FireColor = type.FireColor;
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@@ -82,7 +85,7 @@ public sealed class ExplosionOverlaySystem : EntitySystem
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var fireRsi = _resCache.GetResource<RSIResource>(type.TexturePath).RSI;
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foreach (var state in fireRsi)
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{
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textures.FireFrames.Add(state.GetFrames(RSI.State.Direction.South));
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textures.FireFrames.Add(state.GetFrames(RsiDirection.South));
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if (textures.FireFrames.Count == type.FireStates)
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break;
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}
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