Extend RgbLightController (#6179)
This commit is contained in:
@@ -1,15 +1,18 @@
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using System;
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using System.Linq;
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using Content.Shared.Item;
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using Content.Shared.Light;
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using Content.Shared.Light.Component;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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namespace Content.Client.Light
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{
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public class RgbLightControllerSystem : EntitySystem
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public sealed class RgbLightControllerSystem : SharedRgbLightControllerSystem
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{
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[Dependency] private IGameTiming _gameTiming = default!;
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@@ -17,24 +20,115 @@ namespace Content.Client.Light
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{
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base.Initialize();
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UpdatesOutsidePrediction = true;
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SubscribeLocalEvent<RgbLightControllerComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<RgbLightControllerComponent, ComponentShutdown>(OnComponentShutdown);
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SubscribeLocalEvent<RgbLightControllerComponent, ComponentStartup>(OnComponentStart);
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}
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public override void Update(float frameTime)
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private void OnComponentStart(EntityUid uid, RgbLightControllerComponent rgb, ComponentStartup args)
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{
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if (TryComp(uid, out PointLightComponent? light))
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rgb.OriginalLightColor = light.Color;
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if (TryComp(uid, out SharedItemComponent? item))
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rgb.OriginalItemColor = item.Color;
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GetOriginalSpriteColors(uid, rgb);
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}
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private void OnComponentShutdown(EntityUid uid, RgbLightControllerComponent rgb, ComponentShutdown args)
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{
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if (TryComp(uid, out PointLightComponent? light))
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light.Color = rgb.OriginalLightColor;
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if (TryComp(uid, out SharedItemComponent? item))
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item.Color = rgb.OriginalItemColor;
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ResetSpriteColors(uid, rgb);
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}
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private void OnHandleState(EntityUid uid, RgbLightControllerComponent rgb, ref ComponentHandleState args)
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{
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if (args.Current is not RgbLightControllerState state)
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return;
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ResetSpriteColors(uid, rgb);
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rgb.CycleRate = state.CycleRate;
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rgb.Layers = state.Layers;
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// get the new original sprite colors (necessary if rgb.Layers was updated).
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GetOriginalSpriteColors(uid, rgb);
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}
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private void GetOriginalSpriteColors(EntityUid uid, RgbLightControllerComponent? rgb = null, SpriteComponent? sprite = null)
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{
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if (!Resolve(uid, ref rgb, ref sprite))
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return;
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if (rgb.Layers == null)
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{
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rgb.OriginalSpriteColor = sprite.Color;
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rgb.OriginalLayerColors = null;
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return;
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}
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var spriteLayerCount = sprite.AllLayers.Count();
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rgb.OriginalLayerColors = new(rgb.Layers.Count);
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foreach (var layer in rgb.Layers.ToArray())
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{
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if (layer < spriteLayerCount)
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rgb.OriginalLayerColors[layer] = sprite[layer].Color;
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else
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rgb.Layers.Remove(layer);
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}
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}
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private void ResetSpriteColors(EntityUid uid, RgbLightControllerComponent? rgb = null, SpriteComponent? sprite = null)
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{
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if (!Resolve(uid, ref rgb, ref sprite))
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return;
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if (rgb.Layers == null || rgb.OriginalLayerColors == null)
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{
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sprite.Color = rgb.OriginalSpriteColor;
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return;
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}
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foreach (var (layer, color) in rgb.OriginalLayerColors)
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{
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sprite.LayerSetColor(layer, color);
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}
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}
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public override void FrameUpdate(float frameTime)
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{
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base.Update(frameTime);
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var curTime = _gameTiming.CurTime;
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foreach (var (rgb, light, sprite) in EntityManager.EntityQuery<RgbLightControllerComponent, PointLightComponent, SpriteComponent>())
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{
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light.Color = GetCurrentRgbColor(curTime, TimeSpan.FromSeconds(rgb.CreationTick.Value * _gameTiming.TickPeriod.TotalSeconds), rgb);
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sprite.Color = GetCurrentRgbColor(curTime, TimeSpan.FromSeconds(rgb.CreationTick.Value * _gameTiming.TickPeriod.TotalSeconds), rgb);
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var color = GetCurrentRgbColor(_gameTiming.RealTime, rgb.CreationTick.Value * _gameTiming.TickPeriod, rgb);
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light.Color = color;
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if (rgb.Layers == null)
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sprite.Color = color;
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else
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{
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foreach (var layer in rgb.Layers)
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{
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sprite.LayerSetColor(layer, color);
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}
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}
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// not all rgb is hand-held (Hence, not part of EntityQuery)
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if (TryComp(rgb.Owner, out SharedItemComponent? item))
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item.Color = color;
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}
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}
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public static Color GetCurrentRgbColor(TimeSpan curTime, TimeSpan offset, RgbLightControllerComponent rgb)
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{
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return Color.FromHsv(new Vector4(
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(float) (((curTime.TotalSeconds - offset.TotalSeconds) / rgb.CycleRate + Math.Abs(rgb.Owner.GetHashCode() * 0.1)) % 1),
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(float) (((curTime.TotalSeconds - offset.TotalSeconds) * rgb.CycleRate + Math.Abs(rgb.Owner.GetHashCode() * 0.1)) % 1),
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1.0f,
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1.0f,
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1.0f
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@@ -0,0 +1,8 @@
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using Content.Shared.Light;
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namespace Content.Server.Light.EntitySystems;
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public sealed class RgbLightControllerSystem : SharedRgbLightControllerSystem
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{
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// Howdy
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}
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@@ -1,21 +1,48 @@
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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using System;
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using System.Collections.Generic;
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namespace Content.Shared.Light.Component;
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namespace Content.Shared.Light.Component
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{
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/// <summary>
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/// Networked solely for admemes.
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/// Networked ~~solely for admemes~~ for completely legitimate reasons, like hacked energy swords.
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/// </summary>
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[NetworkedComponent]
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[RegisterComponent]
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public class RgbLightControllerComponent : Robust.Shared.GameObjects.Component
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[ComponentProtoName("RgbLightController")]
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[Friend(typeof(SharedRgbLightControllerSystem))]
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public sealed class RgbLightControllerComponent : Robust.Shared.GameObjects.Component
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{
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public override string Name => "RgbLightController";
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[DataField("cycleRate")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float CycleRate { get; set; } = 10.0f;
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public float CycleRate { get; set; } = 0.1f;
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/// <summary>
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/// What layers of the sprite to modulate? If null, will affect the whole sprite.
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/// </summary>
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[DataField("layers")]
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public List<int>? Layers;
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// original colors when rgb was added. Used to revert Colors when removed.
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public Color OriginalLightColor;
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public Color OriginalItemColor;
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public Color OriginalSpriteColor;
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public Dictionary<int, Color>? OriginalLayerColors;
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}
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[Serializable, NetSerializable]
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public class RgbLightControllerState : ComponentState
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{
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public readonly float CycleRate;
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public readonly List<int>? Layers;
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public RgbLightControllerState(float cycleRate, List<int>? layers)
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{
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CycleRate = cycleRate;
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Layers = layers;
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}
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}
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39
Content.Shared/Light/SharedRgbLightControllerSystem.cs
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39
Content.Shared/Light/SharedRgbLightControllerSystem.cs
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@@ -0,0 +1,39 @@
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using Content.Shared.Light.Component;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using System.Collections.Generic;
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namespace Content.Shared.Light;
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public abstract class SharedRgbLightControllerSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RgbLightControllerComponent, ComponentGetState>(OnGetState);
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}
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private void OnGetState(EntityUid uid, RgbLightControllerComponent component, ref ComponentGetState args)
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{
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args.State = new RgbLightControllerState(component.CycleRate, component.Layers);
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}
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public void SetLayers(EntityUid uid, List<int>? layers, RgbLightControllerComponent? rgb = null)
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{
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if (!Resolve(uid, ref rgb))
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return;
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rgb.Layers = layers;
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rgb.Dirty();
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}
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public void SetCycleRate(EntityUid uid, float rate, RgbLightControllerComponent? rgb = null)
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{
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if (!Resolve(uid, ref rgb))
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return;
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rgb.CycleRate = rate;
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rgb.Dirty();
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}
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}
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