* Make flashlights, atmos hardsuit, and RGB use the new layer features * avoid self-conflict * fix rgb not updating on add * cleanup * Update Content.Client/Light/RgbLightControllerSystem.cs Co-authored-by: mirrorcult <lunarautomaton6@gmail.com> * cleanup diff Co-authored-by: mirrorcult <lunarautomaton6@gmail.com>
106 lines
3.4 KiB
C#
106 lines
3.4 KiB
C#
using Content.Client.Clothing;
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using Content.Client.Items.Systems;
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using Content.Client.Light.Components;
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using Content.Shared.Clothing;
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using Content.Shared.Hands;
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using Content.Shared.Item;
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using Content.Shared.Light.Component;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameStates;
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using System.Linq;
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namespace Content.Client.Light;
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public sealed class HandheldLightSystem : EntitySystem
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{
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[Dependency] private readonly ItemSystem _itemSys = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HandheldLightComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<HandheldLightComponent, GetInhandVisualsEvent>(OnGetHeldVisuals, after: new[] { typeof(ItemSystem) } );
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SubscribeLocalEvent<HandheldLightComponent, GetEquipmentVisualsEvent>(OnGetEquipmentVisuals, after: new[] { typeof(ClothingSystem)});
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}
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/// <summary>
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/// Add the unshaded light overlays to any clothing sprites.
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/// </summary>
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private void OnGetEquipmentVisuals(EntityUid uid, HandheldLightComponent component, GetEquipmentVisualsEvent args)
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{
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if (!component.Activated)
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return;
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if (!component.ClothingVisuals.TryGetValue(args.Slot, out var layers))
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return;
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var i = 0;
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foreach (var layer in layers)
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{
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var key = layer.MapKeys?.FirstOrDefault();
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if (key == null)
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{
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key = i == 0 ? $"{args.Slot}-light" : $"{args.Slot}-light-{i}";
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i++;
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}
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args.Layers.Add((key, layer));
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}
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}
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/// <summary>
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/// Add the unshaded light overlays to any in-hand sprites.
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/// </summary>
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private void OnGetHeldVisuals(EntityUid uid, HandheldLightComponent component, GetInhandVisualsEvent args)
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{
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if (!component.Activated)
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return;
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if (!component.InhandVisuals.TryGetValue(args.Location, out var layers))
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return;
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var i = 0;
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var defaultKey = $"inhand-{args.Location.ToString().ToLowerInvariant()}-light";
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foreach (var layer in layers)
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{
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var key = layer.MapKeys?.FirstOrDefault();
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if (key == null)
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{
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key = i == 0 ? defaultKey : $"{defaultKey}-{i}";
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i++;
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}
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args.Layers.Add((key, layer));
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}
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}
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private void OnHandleState(EntityUid uid, HandheldLightComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not SharedHandheldLightComponent.HandheldLightComponentState state)
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return;
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component.Level = state.Charge;
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if (state.Activated == component.Activated)
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return;
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component.Activated = state.Activated;
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_itemSys.VisualsChanged(uid);
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if (TryComp(component.Owner, out SpriteComponent? sprite))
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{
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sprite.LayerSetVisible(component.Layer, state.Activated);
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}
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if (TryComp(uid, out PointLightComponent? light))
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{
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light.Enabled = state.Activated;
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}
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// really hand-held lights should be using a separate unshaded layer. (see FlashlightVisualizer)
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// this prefix stuff is largely for backwards compatibility with RSIs/yamls that have not been updated.
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if (component.AddPrefix && TryComp(uid, out SharedItemComponent? item))
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item.EquippedPrefix = state.Activated ? "on" : "off";
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}
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}
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