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(EntityUid uid, FloorOccluderComponent component, ref StartCollideEvent args)
{
var other = args.OtherEntity;
if (!TryComp(other, out var occlusion) ||
occlusion.Colliding.Contains(uid))
{
return;
}
SetEnabled(other, occlusion, true);
occlusion.Colliding.Add(uid);
}
private void OnEndCollide(EntityUid uid, FloorOccluderComponent component, ref EndCollideEvent args)
{
var other = args.OtherEntity;
if (!TryComp(other, out var occlusion))
return;
occlusion.Colliding.Remove(uid);
if (occlusion.Colliding.Count == 0)
SetEnabled(other, occlusion, false);
}
protected virtual void SetEnabled(EntityUid uid, FloorOcclusionComponent component, bool enabled)
{
if (component.Enabled == enabled)
return;
component.Enabled = enabled;
Dirty(uid, component);
}
}