using Content.Shared.Electrocution;
using Robust.Client.GameObjects;
using Robust.Client.Player;
using Robust.Shared.Player;
namespace Content.Client.Electrocution;
///
/// Shows the ElectrocutionOverlay to entities with the ElectrocutionOverlayComponent.
///
public sealed class ElectrocutionOverlaySystem : EntitySystem
{
[Dependency] private readonly AppearanceSystem _appearance = default!;
[Dependency] private readonly IPlayerManager _playerMan = default!;
///
public override void Initialize()
{
SubscribeLocalEvent(OnInit);
SubscribeLocalEvent(OnShutdown);
SubscribeLocalEvent(OnPlayerAttached);
SubscribeLocalEvent(OnPlayerDetached);
SubscribeLocalEvent(OnAppearanceChange);
}
private void OnPlayerAttached(Entity ent, ref LocalPlayerAttachedEvent args)
{
ShowOverlay();
}
private void OnPlayerDetached(Entity ent, ref LocalPlayerDetachedEvent args)
{
RemoveOverlay();
}
private void OnInit(Entity ent, ref ComponentInit args)
{
if (_playerMan.LocalEntity == ent)
{
ShowOverlay();
}
}
private void OnShutdown(Entity ent, ref ComponentShutdown args)
{
if (_playerMan.LocalEntity == ent)
{
RemoveOverlay();
}
}
private void ShowOverlay()
{
var electrifiedQuery = AllEntityQuery();
while (electrifiedQuery.MoveNext(out var uid, out var _, out var appearanceComp, out var spriteComp))
{
if (!_appearance.TryGetData(uid, ElectrifiedVisuals.IsElectrified, out var electrified, appearanceComp))
continue;
if (!spriteComp.LayerMapTryGet(ElectrifiedLayers.Overlay, out var layer))
continue;
if (electrified)
spriteComp.LayerSetVisible(ElectrifiedLayers.Overlay, true);
else
spriteComp.LayerSetVisible(ElectrifiedLayers.Overlay, false);
}
}
private void RemoveOverlay()
{
var electrifiedQuery = AllEntityQuery();
while (electrifiedQuery.MoveNext(out var uid, out var _, out var appearanceComp, out var spriteComp))
{
if (!spriteComp.LayerMapTryGet(ElectrifiedLayers.Overlay, out var layer))
continue;
spriteComp.LayerSetVisible(layer, false);
}
}
private void OnAppearanceChange(Entity ent, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
if (!_appearance.TryGetData(ent.Owner, ElectrifiedVisuals.IsElectrified, out var electrified, args.Component))
return;
if (!args.Sprite.LayerMapTryGet(ElectrifiedLayers.Overlay, out var layer))
return;
var player = _playerMan.LocalEntity;
if (electrified && HasComp(player))
args.Sprite.LayerSetVisible(layer, true);
else
args.Sprite.LayerSetVisible(layer, false);
}
}