Refactor SeeingRainbows to new status effect system (#38620)
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@@ -1,7 +1,5 @@
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using Content.Shared.Bed.Sleep;
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using Content.Shared.Drowsiness;
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using Content.Shared.StatusEffectNew;
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using Content.Shared.StatusEffectNew.Components;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Enums;
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@@ -23,8 +21,6 @@ public sealed class DrowsinessOverlay : Overlay
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public override bool RequestScreenTexture => true;
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private readonly ShaderInstance _drowsinessShader;
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private EntityQuery<StatusEffectComponent> _statusQuery;
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public float CurrentPower = 0.0f;
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private const float PowerDivisor = 250.0f;
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@@ -34,9 +30,9 @@ public sealed class DrowsinessOverlay : Overlay
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public DrowsinessOverlay()
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{
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IoCManager.InjectDependencies(this);
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_statusEffects = _sysMan.GetEntitySystem<SharedStatusEffectsSystem>();
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_statusQuery = _entityManager.GetEntityQuery<StatusEffectComponent>();
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_drowsinessShader = _prototypeManager.Index<ShaderPrototype>("Drowsiness").InstanceUnique();
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}
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@@ -47,22 +43,11 @@ public sealed class DrowsinessOverlay : Overlay
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if (playerEntity == null)
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return;
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if (!_statusEffects.TryEffectsWithComp<DrowsinessStatusEffectComponent>(playerEntity, out var drowsinessEffects))
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if (!_statusEffects.TryGetEffectsEndTimeWithComp<DrowsinessStatusEffectComponent>(playerEntity, out var endTime))
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return;
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TimeSpan? remainingTime = TimeSpan.Zero;
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foreach (var (_, _, statusEffectComp) in drowsinessEffects)
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{
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if (statusEffectComp.EndEffectTime > remainingTime)
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remainingTime = statusEffectComp.EndEffectTime;
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}
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if (remainingTime is null)
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return;
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var curTime = _timing.CurTime;
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var timeLeft = (float)(remainingTime - curTime).Value.TotalSeconds;
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endTime ??= TimeSpan.MaxValue;
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var timeLeft = (float)(endTime - _timing.CurTime).Value.TotalSeconds;
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CurrentPower += 8f * (0.5f * timeLeft - CurrentPower) * args.DeltaSeconds / (timeLeft + 1);
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}
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