Files
tbd-station-14/Content.Server/GameObjects/EntitySystems/EmergencyLightSystem.cs
metalgearsloth 40504c2555 Event-based emergency lights (#2217)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-10-11 13:11:18 +02:00

53 lines
1.8 KiB
C#

using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerReceiverUsers;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
internal sealed class EmergencyLightSystem : EntitySystem
{
private List<EmergencyLightComponent> _activeLights = new List<EmergencyLightComponent>();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<EmergencyLightMessage>(HandleEmergencyLightMessage);
}
private void HandleEmergencyLightMessage(EmergencyLightMessage message)
{
switch (message.State)
{
case EmergencyLightComponent.EmergencyLightState.Charging:
if (_activeLights.Contains(message.Component))
_activeLights.Add(message.Component);
break;
case EmergencyLightComponent.EmergencyLightState.Full:
case EmergencyLightComponent.EmergencyLightState.Empty:
_activeLights.Remove(message.Component);
break;
case EmergencyLightComponent.EmergencyLightState.On:
if (!_activeLights.Contains(message.Component))
_activeLights.Add(message.Component);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
public override void Update(float frameTime)
{
for (var i = _activeLights.Count - 1; i >= 0; i--)
{
var comp = _activeLights[i];
comp.OnUpdate(frameTime);
}
}
}
}