machine linking refactor to ecs (#4323)
* started work * some more work, ui working (somewhat) * stuff * reorganization * some more reorg * conveyors * conveyors working * finalized (dis)connection added linkattempt added feedback text work on conveyors * removed command add rangecheck * fixed inrange check * handling * ui no longer kanser, ship it * adresses reviews * reformats file * reformats file Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
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35
Content.Server/MachineLinking/System/SignalSwitchSystem.cs
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35
Content.Server/MachineLinking/System/SignalSwitchSystem.cs
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using Content.Server.MachineLinking.Components;
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using Content.Server.MachineLinking.Events;
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using Content.Shared.Interaction;
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using Robust.Shared.GameObjects;
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namespace Content.Server.MachineLinking.System
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{
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public class SignalSwitchSystem : 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<SignalSwitchComponent, InteractHandEvent>(OnInteracted);
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SubscribeLocalEvent<SignalSwitchComponent, SignalValueRequestedEvent>(OnSignalValueRequested);
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}
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private void OnSignalValueRequested(EntityUid uid, SignalSwitchComponent component, SignalValueRequestedEvent args)
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{
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if (args.Port == "state")
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{
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args.Handled = true;
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args.Signal = component.State;
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}
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}
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private void OnInteracted(EntityUid uid, SignalSwitchComponent component, InteractHandEvent args)
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{
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component.State = !component.State;
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RaiseLocalEvent(uid, new InvokePortEvent("state", component.State), false);
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RaiseLocalEvent(uid, new InvokePortEvent("stateChange"), false);
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args.Handled = true;
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}
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}
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}
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