65 lines
2.1 KiB
C#
65 lines
2.1 KiB
C#
using Content.Shared.Flash;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.IoC;
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using Robust.Shared.Timing;
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namespace Content.Client.Flash
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{
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public class FlashSystem : SharedFlashSystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IOverlayManager _overlayManager = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<FlashableComponent, ComponentHandleState>(OnFlashableHandleState);
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}
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private void OnFlashableHandleState(EntityUid uid, FlashableComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not FlashableComponentState state)
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return;
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// Yes, this code is awful. I'm just porting it to an entity system so don't blame me.
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if (_playerManager.LocalPlayer != null && _playerManager.LocalPlayer.Session.AttachedEntity != uid)
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{
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return;
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}
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if (state.Time == default)
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{
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return;
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}
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// Few things here:
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// 1. If a shorter duration flash is applied then don't do anything
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// 2. If the client-side time is later than when the flash should've ended don't do anything
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var currentTime = _gameTiming.CurTime.TotalSeconds;
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var newEndTime = state.Time.TotalSeconds + state.Duration;
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var currentEndTime = component.LastFlash.TotalSeconds + component.Duration;
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if (currentEndTime > newEndTime)
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{
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return;
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}
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if (currentTime > newEndTime)
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{
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return;
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}
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component.LastFlash = state.Time;
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component.Duration = state.Duration;
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var overlay = _overlayManager.GetOverlay<FlashOverlay>();
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overlay.ReceiveFlash(component.Duration);
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}
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}
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}
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