90 lines
2.6 KiB
C#
90 lines
2.6 KiB
C#
using Content.Client.Hands.Systems;
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using Content.Shared.CCVar;
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using Content.Shared.CombatMode;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.Player;
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using Robust.Shared.Configuration;
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namespace Content.Client.CombatMode;
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public sealed class CombatModeSystem : SharedCombatModeSystem
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{
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[Dependency] private readonly IOverlayManager _overlayManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IEyeManager _eye = default!;
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/// <summary>
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/// Raised whenever combat mode changes.
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/// </summary>
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public event Action<bool>? LocalPlayerCombatModeUpdated;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<CombatModeComponent, AfterAutoHandleStateEvent>(OnHandleState);
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_cfg.OnValueChanged(CCVars.CombatModeIndicatorsPointShow, OnShowCombatIndicatorsChanged, true);
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}
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private void OnHandleState(EntityUid uid, CombatModeComponent component, ref AfterAutoHandleStateEvent args)
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{
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UpdateHud(uid);
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}
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public override void Shutdown()
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{
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_cfg.UnsubValueChanged(CCVars.CombatModeIndicatorsPointShow, OnShowCombatIndicatorsChanged);
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_overlayManager.RemoveOverlay<CombatModeIndicatorsOverlay>();
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base.Shutdown();
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}
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public bool IsInCombatMode()
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{
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var entity = _playerManager.LocalPlayer?.ControlledEntity;
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if (entity == null)
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return false;
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return IsInCombatMode(entity.Value);
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}
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public override void SetInCombatMode(EntityUid entity, bool value, CombatModeComponent? component = null)
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{
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base.SetInCombatMode(entity, value, component);
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UpdateHud(entity);
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}
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private void UpdateHud(EntityUid entity)
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{
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if (entity != _playerManager.LocalPlayer?.ControlledEntity || !Timing.IsFirstTimePredicted)
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{
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return;
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}
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var inCombatMode = IsInCombatMode();
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LocalPlayerCombatModeUpdated?.Invoke(inCombatMode);
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}
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private void OnShowCombatIndicatorsChanged(bool isShow)
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{
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if (isShow)
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{
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_overlayManager.AddOverlay(new CombatModeIndicatorsOverlay(
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_inputManager,
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EntityManager,
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_eye,
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this,
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EntityManager.System<HandsSystem>()));
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}
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else
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{
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_overlayManager.RemoveOverlay<CombatModeIndicatorsOverlay>();
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}
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}
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}
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