* - Combine enum keys `ToggleableLightVisuals` and `ToggleVisuals` into `ToggleableVisuals` - Rename `ToggleableLightVisualsComponent` to `ToggleableVisualsComponent` and `ToggleableLightVisualsSystem` to `ToggleableVisualsSystem` - (The `SpriteLayer` field on the component is now required because the old default of `light` doesn't make sense anymore) - Make it so that `ToggleableVisualsComponent` works even when there's not a light attached to the entity - (Amazingly this seems to have only applied to Headphones, but I can only imagine there are many other things people would like to do with simple toggleable visuals) - Explicitly make `ItemTogglePointLightComponent`'s purpose to make `ToggleVisualsComponent` apply to `PointLightComponent`s on the same entity. - Add field `ToggleableVisualsColorModulatesLights`, which makes the `Color` appearance value of `ToggleableVisuals` modulate the color of lights on the same entity - Lots of prototype updates to uptake the above * fix bad merge * unbork robust * blindly letting rider reformat stuff * I guess I never cleaned up these imports at all
34 lines
1.2 KiB
C#
34 lines
1.2 KiB
C#
using Content.Shared.Item.ItemToggle.Components;
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using Content.Shared.Light.Components;
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using ItemTogglePointLightComponent = Content.Shared.Light.Components.ItemTogglePointLightComponent;
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namespace Content.Shared.Light.EntitySystems;
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/// <summary>
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/// Implements the behavior of <see cref="ItemTogglePointLightComponent"/>, causing <see cref="ItemToggledEvent"/>s to
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/// enable and disable lights on the entity.
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/// </summary>
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public sealed class ItemTogglePointLightSystem : EntitySystem
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{
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[Dependency] private readonly SharedPointLightSystem _light = default!;
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[Dependency] private readonly SharedHandheldLightSystem _handheldLight = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ItemTogglePointLightComponent, ItemToggledEvent>(OnLightToggled);
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}
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private void OnLightToggled(Entity<ItemTogglePointLightComponent> ent, ref ItemToggledEvent args)
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{
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if (!_light.TryGetLight(ent.Owner, out var light))
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return;
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_light.SetEnabled(ent.Owner, args.Activated, comp: light);
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if (TryComp<HandheldLightComponent>(ent.Owner, out var handheldLight))
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{
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_handheldLight.SetActivated(ent.Owner, args.Activated, handheldLight);
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}
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}
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}
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