Moving PDA to ECS (#4538)
* Moved pen slot to separate component * Moved it all to more generic item slot class * Add sounds * Item slots now supports many slots * Some clean-up * Refactored slots a bit * Moving ID card out * Moving pda to system * Moving PDA owner to ECS * Moved PDA flashlight to separate component * Toggle lights work through events * Fixing UI * Moving uplink to separate component * Continue moving uplink to separate component * More cleaning * Removing pda shared * Nuked shared pda component * Fixed flashlight * Pen slot now showed in UI * Light toggle now shows correctly in UI * Small refactoring of item slots * Added contained entity * Fixed tests * Finished with PDA * Moving PDA uplink to separate window * Adding-removing uplink should show new button * Working on a better debug * Debug command to add uplink * Uplink send state to UI * Almost working UI * Uplink correcty updates when you buy-sell items * Ups * Moved localization to separate file * Minor fixes * Removed item slots methods events * Removed PDA owner name * Removed one uplink event * Deleted all uplink events * Removed flashlight events * Update Content.Shared/Traitor/Uplink/UplinkVisuals.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/GameTicking/Presets/PresetTraitorDeathMatch.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Item slots system review * Flashlight review * PDA to XAML * Move UplinkMenu to seperate class, fix WeightedColors methods * Move UI to XAML * Moved events to entity id * Address review * Removed uplink extensions * Minor fix * Moved item slots to shared * My bad Robust... * Fixed pda sound * Fixed pda tests * Fixed pda test again Co-authored-by: Alexander Evgrashin <evgrashin.adl@gmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Visne <vincefvanwijk@gmail.com>
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using Content.Server.Light.Components;
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using Content.Server.Light.Events;
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using Content.Shared.Light;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Player;
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using System;
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namespace Content.Server.Light.EntitySystems
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{
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public class UnpoweredFlashlightSystem : EntitySystem
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{
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public void ToggleLight(UnpoweredFlashlightComponent flashlight)
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{
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if (!flashlight.Owner.TryGetComponent(out PointLightComponent? light))
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return;
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flashlight.LightOn = !flashlight.LightOn;
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light.Enabled = flashlight.LightOn;
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if (flashlight.Owner.TryGetComponent(out AppearanceComponent? appearance))
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appearance.SetData(UnpoweredFlashlightVisuals.LightOn, flashlight.LightOn);
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SoundSystem.Play(Filter.Pvs(light.Owner), flashlight.ToggleSound.GetSound(), flashlight.Owner);
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RaiseLocalEvent(flashlight.Owner.Uid, new LightToggleEvent(flashlight.LightOn));
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}
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}
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}
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