Files
tbd-station-14/Content.Client/Movement/Systems/FloorOcclusionSystem.cs
2023-08-30 12:32:35 +10:00

56 lines
1.6 KiB
C#

using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Prototypes;
namespace Content.Client.Movement.Systems;
public sealed class FloorOcclusionSystem : SharedFloorOcclusionSystem
{
[Dependency] private readonly IPrototypeManager _proto = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FloorOcclusionComponent, ComponentStartup>(OnOcclusionStartup);
SubscribeLocalEvent<FloorOcclusionComponent, AfterAutoHandleStateEvent>(OnOcclusionAuto);
}
private void OnOcclusionAuto(EntityUid uid, FloorOcclusionComponent component, ref AfterAutoHandleStateEvent args)
{
SetEnabled(uid, component, component.Enabled);
}
private void OnOcclusionStartup(EntityUid uid, FloorOcclusionComponent component, ComponentStartup args)
{
if (component.Enabled && TryComp<SpriteComponent>(uid, out var sprite))
SetShader(sprite, true);
}
protected override void SetEnabled(EntityUid uid, FloorOcclusionComponent component, bool enabled)
{
if (component.Enabled == enabled)
return;
base.SetEnabled(uid, component, enabled);
if (!TryComp<SpriteComponent>(uid, out var sprite))
return;
SetShader(sprite, enabled);
}
private void SetShader(SpriteComponent sprite, bool enabled)
{
if (enabled)
{
sprite.PostShader = _proto.Index<ShaderPrototype>("HorizontalCut").Instance();
}
else
{
sprite.PostShader = null;
}
}
}