Re-organize all projects (#4166)

This commit is contained in:
DrSmugleaf
2021-06-09 22:19:39 +02:00
committed by GitHub
parent 9f50e4061b
commit ff1a2d97ea
1773 changed files with 5258 additions and 5508 deletions

View File

@@ -0,0 +1,62 @@
#nullable enable
using System;
using Content.Shared.Flash;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Timing;
namespace Content.Client.Flash
{
[RegisterComponent]
public sealed class FlashableComponent : SharedFlashableComponent
{
private TimeSpan _startTime;
private double _duration;
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
if (curState == null)
{
return;
}
var playerManager = IoCManager.Resolve<IPlayerManager>();
if (playerManager.LocalPlayer != null && playerManager.LocalPlayer.ControlledEntity != Owner)
{
return;
}
var newState = (FlashComponentState) curState;
if (newState.Time == default)
{
return;
}
// Few things here:
// 1. If a shorter duration flash is applied then don't do anything
// 2. If the client-side time is later than when the flash should've ended don't do anything
var currentTime = IoCManager.Resolve<IGameTiming>().CurTime.TotalSeconds;
var newEndTime = newState.Time.TotalSeconds + newState.Duration;
var currentEndTime = _startTime.TotalSeconds + _duration;
if (currentEndTime > newEndTime)
{
return;
}
if (currentTime > newEndTime)
{
return;
}
_startTime = newState.Time;
_duration = newState.Duration;
var overlayManager = IoCManager.Resolve<IOverlayManager>();
var overlay = overlayManager.GetOverlay<FlashOverlay>();
overlay.ReceiveFlash(_duration);
}
}
}