Files
tbd-station-14/Content.Client/GameObjects/Components/Weapons/FlashableComponent.cs
DrSmugleaf 902aa128c2 Enable nullability in Content.Client (#3257)
* Enable nullability in Content.Client

* Remove #nullable enable

* Merge fixes

* Remove Debug.Assert

* Merge fixes

* Fix build

* Fix build
2021-03-10 14:48:29 +01:00

65 lines
2.0 KiB
C#

#nullable enable
using System;
using Content.Client.Graphics.Overlays;
using Content.Shared.GameObjects.Components.Weapons;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Timing;
namespace Content.Client.GameObjects.Components.Weapons
{
[RegisterComponent]
public sealed class FlashableComponent : SharedFlashableComponent
{
private TimeSpan _startTime;
private double _duration;
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
if (curState == null)
{
return;
}
var playerManager = IoCManager.Resolve<IPlayerManager>();
if (playerManager.LocalPlayer != null && playerManager.LocalPlayer.ControlledEntity != Owner)
{
return;
}
var newState = (FlashComponentState) curState;
if (newState.Time == default)
{
return;
}
// Few things here:
// 1. If a shorter duration flash is applied then don't do anything
// 2. If the client-side time is later than when the flash should've ended don't do anything
var currentTime = IoCManager.Resolve<IGameTiming>().CurTime.TotalSeconds;
var newEndTime = newState.Time.TotalSeconds + newState.Duration;
var currentEndTime = _startTime.TotalSeconds + _duration;
if (currentEndTime > newEndTime)
{
return;
}
if (currentTime > newEndTime)
{
return;
}
_startTime = newState.Time;
_duration = newState.Duration;
var overlayManager = IoCManager.Resolve<IOverlayManager>();
var overlay = overlayManager.GetOverlay<FlashOverlay>();
overlay.ReceiveFlash(_duration);
}
}
}