* InitialCommit (Broken) * Fixes compile errors * PR comments. More doc comments. Fixes * Makes a singularity/event horizon without radiation/physics a valid state to be in * VV 'fake' setters, fixes the visualizer, fixes the singularity trying to eat itself instead of nearby things. * Removes unused dependency from Content.Client.GravityWellSystem * Testing containment and fake VV setters for SingularityGeneratorComponent * Fixes gravity wells (broken due to LookupFlags.None). Adds recursive Event Horizon consumption * Fix merge skew * Fixes for the master merge * Fix engine commit * Dirty is obsolete * Switch over dirty * Fix requested changes * ambiant -> ambient * Moves EventHorionComponent to Shared * Proper container handling * Fixes master merge. Fixes post insertion assertions for singularities. Extends proper container handling to gravity wells and the distortion shader. * Better support for admemes throwing singularities. * Moves update timing from accumulators to target times * Update doc comments
34 lines
1.2 KiB
C#
34 lines
1.2 KiB
C#
using Robust.Shared.GameStates;
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using Content.Shared.Singularity.Components;
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using Content.Shared.Singularity.EntitySystems;
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namespace Content.Client.Singularity.EntitySystems;
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/// <summary>
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/// The client-side version of <see cref="SharedSingularitySystem"/>.
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/// Primarily manages <see cref="SingularityComponent"/>s.
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/// </summary>
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public sealed class SingularitySystem : SharedSingularitySystem
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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<SharedSingularityComponent, ComponentHandleState>(HandleSingularityState);
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}
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/// <summary>
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/// Handles syncing singularities with their server-side versions.
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/// </summary>
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/// <param name="uid">The uid of the singularity to sync.</param>
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/// <param name="comp">The state of the singularity to sync.</param>
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/// <param name="args">The event arguments including the state to sync the singularity with.</param>
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private void HandleSingularityState(EntityUid uid, SharedSingularityComponent comp, ref ComponentHandleState args)
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{
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if (args.Current is not SingularityComponentState state)
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return;
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SetLevel(uid, state.Level, comp);
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}
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}
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