using Content.Shared.Movement.Components;
using Robust.Shared.Physics.Events;
namespace Content.Shared.Movement.Systems;
///
/// Applies an occlusion shader for any relevant entities.
///
public abstract class SharedFloorOcclusionSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnStartCollide);
SubscribeLocalEvent(OnEndCollide);
}
private void OnStartCollide(Entity entity, ref StartCollideEvent args)
{
var other = args.OtherEntity;
if (!TryComp(other, out var occlusion) ||
occlusion.Colliding.Contains(entity.Owner))
{
return;
}
occlusion.Colliding.Add(entity.Owner);
Dirty(other, occlusion);
SetEnabled((other, occlusion));
}
private void OnEndCollide(Entity entity, ref EndCollideEvent args)
{
var other = args.OtherEntity;
if (!TryComp(other, out var occlusion))
return;
if (!occlusion.Colliding.Remove(entity.Owner))
return;
Dirty(other, occlusion);
SetEnabled((other, occlusion));
}
protected virtual void SetEnabled(Entity entity)
{
}
}