using System.Collections.Generic; using System.Linq; using Content.Server.Light.Components; using JetBrains.Annotations; using Robust.Shared.GameObjects; namespace Content.Server.Light.EntitySystems { [UsedImplicitly] internal sealed class HandHeldLightSystem : EntitySystem { // TODO: Ideally you'd be able to subscribe to power stuff to get events at certain percentages.. or something? // But for now this will be better anyway. private HashSet _activeLights = new(); public override void Initialize() { base.Initialize(); SubscribeLocalEvent(HandleActivate); SubscribeLocalEvent(HandleDeactivate); } public override void Shutdown() { base.Shutdown(); _activeLights.Clear(); UnsubscribeLocalEvent(); UnsubscribeLocalEvent(); } private void HandleActivate(ActivateHandheldLightMessage message) { _activeLights.Add(message.Component); } private void HandleDeactivate(DeactivateHandheldLightMessage message) { _activeLights.Remove(message.Component); } public override void Update(float frameTime) { foreach (var handheld in _activeLights.ToArray()) { if (handheld.Deleted || handheld.Paused) continue; handheld.OnUpdate(frameTime); } } } }