Files
tbd-station-14/Content.Client/GameObjects/Components/Weapons/FlashableComponent.cs
Acruid ca4fd649fe Massive Namespace Cleanup (#3120)
* Engine namespace changes.

* Automated remove redundant using statements.

* Simplified Graphics namespace.

* Apparently the container system stores full type names in the map file.😞 This updates those names.

* API Changes to LocalizationManager.LoadCulture.

* Update submodule to v0.3.2
2021-02-11 01:13:03 -08:00

63 lines
2.0 KiB
C#

using System;
using Content.Client.Graphics.Overlays;
using Content.Shared.GameObjects.Components.Weapons;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Timing;
namespace Content.Client.GameObjects.Components.Weapons
{
[RegisterComponent]
public sealed class FlashableComponent : SharedFlashableComponent
{
private TimeSpan _startTime;
private double _duration;
public override void HandleComponentState(ComponentState curState, ComponentState nextState)
{
if (curState == null)
{
return;
}
var playerManager = IoCManager.Resolve<IPlayerManager>();
if (playerManager?.LocalPlayer != null && playerManager.LocalPlayer.ControlledEntity != Owner)
{
return;
}
var newState = (FlashComponentState) curState;
if (newState.Time == default)
{
return;
}
// Few things here:
// 1. If a shorter duration flash is applied then don't do anything
// 2. If the client-side time is later than when the flash should've ended don't do anything
var currentTime = IoCManager.Resolve<IGameTiming>().CurTime.TotalSeconds;
var newEndTime = newState.Time.TotalSeconds + newState.Duration;
var currentEndTime = _startTime.TotalSeconds + _duration;
if (currentEndTime > newEndTime)
{
return;
}
if (currentTime > newEndTime)
{
return;
}
_startTime = newState.Time;
_duration = newState.Duration;
var overlayManager = IoCManager.Resolve<IOverlayManager>();
var overlay = overlayManager.GetOverlay<FlashOverlay>(nameof(FlashOverlay));
overlay.ReceiveFlash(_duration);
}
}
}