Make energy swords use RgbLightController (#7344)

This commit is contained in:
Leon Friedrich
2022-04-16 17:11:48 +12:00
committed by GitHub
parent 1dcaa2d44b
commit a231429cb4
35 changed files with 240 additions and 583 deletions

View File

@@ -1,13 +1,8 @@
using Content.Client.Clothing;
using Content.Client.Items.Systems;
using Content.Client.Light.Components;
using Content.Shared.Clothing;
using Content.Shared.Hands;
using Content.Shared.Item;
using Content.Shared.Light.Component;
using Robust.Client.GameObjects;
using Robust.Shared.GameStates;
using System.Linq;
namespace Content.Client.Light;
@@ -19,59 +14,6 @@ public sealed class HandheldLightSystem : EntitySystem
{
base.Initialize();
SubscribeLocalEvent<HandheldLightComponent, ComponentHandleState>(OnHandleState);
SubscribeLocalEvent<HandheldLightComponent, GetInhandVisualsEvent>(OnGetHeldVisuals, after: new[] { typeof(ItemSystem) } );
SubscribeLocalEvent<HandheldLightComponent, GetEquipmentVisualsEvent>(OnGetEquipmentVisuals, after: new[] { typeof(ClothingSystem)});
}
/// <summary>
/// Add the unshaded light overlays to any clothing sprites.
/// </summary>
private void OnGetEquipmentVisuals(EntityUid uid, HandheldLightComponent component, GetEquipmentVisualsEvent args)
{
if (!component.Activated)
return;
if (!component.ClothingVisuals.TryGetValue(args.Slot, out var layers))
return;
var i = 0;
foreach (var layer in layers)
{
var key = layer.MapKeys?.FirstOrDefault();
if (key == null)
{
key = i == 0 ? $"{args.Slot}-light" : $"{args.Slot}-light-{i}";
i++;
}
args.Layers.Add((key, layer));
}
}
/// <summary>
/// Add the unshaded light overlays to any in-hand sprites.
/// </summary>
private void OnGetHeldVisuals(EntityUid uid, HandheldLightComponent component, GetInhandVisualsEvent args)
{
if (!component.Activated)
return;
if (!component.InhandVisuals.TryGetValue(args.Location, out var layers))
return;
var i = 0;
var defaultKey = $"inhand-{args.Location.ToString().ToLowerInvariant()}-light";
foreach (var layer in layers)
{
var key = layer.MapKeys?.FirstOrDefault();
if (key == null)
{
key = i == 0 ? defaultKey : $"{defaultKey}-{i}";
i++;
}
args.Layers.Add((key, layer));
}
}
private void OnHandleState(EntityUid uid, HandheldLightComponent component, ref ComponentHandleState args)
@@ -85,21 +27,13 @@ public sealed class HandheldLightSystem : EntitySystem
return;
component.Activated = state.Activated;
_itemSys.VisualsChanged(uid);
if (TryComp(component.Owner, out SpriteComponent? sprite))
{
sprite.LayerSetVisible(component.Layer, state.Activated);
}
if (TryComp(uid, out PointLightComponent? light))
{
light.Enabled = state.Activated;
}
// really hand-held lights should be using a separate unshaded layer. (see FlashlightVisualizer)
// this prefix stuff is largely for backwards compatibility with RSIs/yamls that have not been updated.
if (component.AddPrefix && TryComp(uid, out SharedItemComponent? item))
{
item.EquippedPrefix = state.Activated ? "on" : "off";
_itemSys.VisualsChanged(uid);
}
}
}