* - Combine enum keys `ToggleableLightVisuals` and `ToggleVisuals` into `ToggleableVisuals` - Rename `ToggleableLightVisualsComponent` to `ToggleableVisualsComponent` and `ToggleableLightVisualsSystem` to `ToggleableVisualsSystem` - (The `SpriteLayer` field on the component is now required because the old default of `light` doesn't make sense anymore) - Make it so that `ToggleableVisualsComponent` works even when there's not a light attached to the entity - (Amazingly this seems to have only applied to Headphones, but I can only imagine there are many other things people would like to do with simple toggleable visuals) - Explicitly make `ItemTogglePointLightComponent`'s purpose to make `ToggleVisualsComponent` apply to `PointLightComponent`s on the same entity. - Add field `ToggleableVisualsColorModulatesLights`, which makes the `Color` appearance value of `ToggleableVisuals` modulate the color of lights on the same entity - Lots of prototype updates to uptake the above * fix bad merge * unbork robust * blindly letting rider reformat stuff * I guess I never cleaned up these imports at all
62 lines
2.1 KiB
C#
62 lines
2.1 KiB
C#
using Content.Shared.Interaction;
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using Content.Shared.Light;
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using Content.Shared.Light.Components;
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using Content.Shared.Toggleable;
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using Content.Shared.Tools.Systems;
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using Robust.Shared.Random;
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namespace Content.Shared.Weapons.Melee.EnergySword;
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public sealed class EnergySwordSystem : EntitySystem
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{
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[Dependency] private readonly SharedRgbLightControllerSystem _rgbSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedToolSystem _toolSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EnergySwordComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<EnergySwordComponent, InteractUsingEvent>(OnInteractUsing);
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}
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// Used to pick a random color for the blade on map init.
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private void OnMapInit(Entity<EnergySwordComponent> entity, ref MapInitEvent args)
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{
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if (entity.Comp.ColorOptions.Count != 0)
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{
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entity.Comp.ActivatedColor = _random.Pick(entity.Comp.ColorOptions);
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Dirty(entity);
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}
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if (!TryComp(entity, out AppearanceComponent? appearanceComponent))
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return;
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_appearance.SetData(entity, ToggleableVisuals.Color, entity.Comp.ActivatedColor, appearanceComponent);
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}
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// Used to make the blade multicolored when using a multitool on it.
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private void OnInteractUsing(Entity<EnergySwordComponent> entity, ref InteractUsingEvent args)
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{
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if (args.Handled)
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return;
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if (!_toolSystem.HasQuality(args.Used, SharedToolSystem.PulseQuality))
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return;
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args.Handled = true;
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entity.Comp.Hacked = !entity.Comp.Hacked;
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if (entity.Comp.Hacked)
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{
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var rgb = EnsureComp<RgbLightControllerComponent>(entity);
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_rgbSystem.SetCycleRate(entity, entity.Comp.CycleRate, rgb);
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}
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else
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RemComp<RgbLightControllerComponent>(entity);
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Dirty(entity);
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}
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}
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