* Brrrr ECS * Create lit on powered system * Light bulb ECS * Finishing porting to ECS * Minor touches * Removed events * Removed old comments * Fixed test * To popup system
80 lines
2.5 KiB
C#
80 lines
2.5 KiB
C#
using Content.Server.Light.Components;
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using Content.Server.Light.Events;
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using Content.Shared.Light;
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using Content.Shared.Throwing;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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using Robust.Shared.Player;
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namespace Content.Server.Light.EntitySystems
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{
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public sealed class LightBulbSystem : 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<LightBulbComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<LightBulbComponent, LandEvent>(HandleLand);
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}
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private void OnInit(EntityUid uid, LightBulbComponent bulb, ComponentInit args)
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{
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// update default state of bulbs
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SetColor(uid, bulb.Color, bulb);
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SetState(uid, bulb.State, bulb);
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}
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private void HandleLand(EntityUid uid, LightBulbComponent bulb, LandEvent args)
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{
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PlayBreakSound(uid, bulb);
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SetState(uid, LightBulbState.Broken, bulb);
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}
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/// <summary>
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/// Set a new color for a light bulb and raise event about change
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/// </summary>
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public void SetColor(EntityUid uid, Color color, LightBulbComponent? bulb = null)
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{
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if (!Resolve(uid, ref bulb))
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return;
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bulb.Color = color;
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UpdateAppearance(uid, bulb);
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}
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/// <summary>
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/// Set a new state for a light bulb (broken, burned) and raise event about change
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/// </summary>
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public void SetState(EntityUid uid, LightBulbState state, LightBulbComponent? bulb = null)
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{
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if (!Resolve(uid, ref bulb))
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return;
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bulb.State = state;
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UpdateAppearance(uid, bulb);
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}
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public void PlayBreakSound(EntityUid uid, LightBulbComponent? bulb = null)
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{
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if (!Resolve(uid, ref bulb))
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return;
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SoundSystem.Play(Filter.Pvs(uid), bulb.BreakSound.GetSound(), uid);
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}
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private void UpdateAppearance(EntityUid uid, LightBulbComponent? bulb = null,
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AppearanceComponent? appearance = null)
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{
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if (!Resolve(uid, ref bulb, ref appearance, logMissing: false))
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return;
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// try to update appearance and color
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appearance.SetData(LightBulbVisuals.State, bulb.State);
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appearance.SetData(LightBulbVisuals.Color, bulb.Color);
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}
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}
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}
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