48 lines
1.7 KiB
C#
48 lines
1.7 KiB
C#
using Content.Server.Lock;
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using Content.Server.Storage.Components;
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using Content.Shared.Security;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using System;
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using Robust.Shared.IoC;
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namespace Content.Server.Security.Systems
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{
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public sealed class DeployableBarrierSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DeployableBarrierComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<DeployableBarrierComponent, LockToggledEvent>(OnLockToggled);
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}
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private void OnStartup(EntityUid uid, DeployableBarrierComponent component, ComponentStartup args)
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{
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if (!EntityManager.TryGetComponent(component.Owner, out LockComponent? lockComponent))
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return;
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ToggleBarrierDeploy(component, lockComponent.Locked);
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}
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private void OnLockToggled(EntityUid uid, DeployableBarrierComponent component, LockToggledEvent args)
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{
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ToggleBarrierDeploy(component, args.Locked);
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}
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private void ToggleBarrierDeploy(DeployableBarrierComponent component, bool isDeployed)
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{
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EntityManager.GetComponent<TransformComponent>(component.Owner).Anchored = isDeployed;
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if (!EntityManager.TryGetComponent(component.Owner, out AppearanceComponent? appearanceComponent))
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return;
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var state = isDeployed ? DeployableBarrierState.Deployed : DeployableBarrierState.Idle;
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appearanceComponent.SetData(DeployableBarrierVisuals.State, state);
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if (EntityManager.TryGetComponent(component.Owner, out PointLightComponent? light))
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light.Enabled = isDeployed;
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}
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}
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}
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