Files
tbd-station-14/Content.Client/GameObjects/EntitySystems/DoorSystem.cs
metalgearsloth d93ebe9409 Remove ICollideSpecial
Handled in an ECS way by PreventCollideEvent.
The disposals one doesn't work anyway and would've required a larger refactor of disposals to fix so out of scope.
2021-05-30 23:30:44 +10:00

63 lines
2.1 KiB
C#

using System;
using System.Collections.Generic;
using Content.Client.GameObjects.Components.Doors;
using Content.Shared.GameObjects.Components.Doors;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
namespace Content.Client.GameObjects.EntitySystems
{
/// <summary>
/// Used by the client to "predict" when doors will change how collideable they are as part of their opening / closing.
/// </summary>
internal sealed class DoorSystem : SharedDoorSystem
{
/// <summary>
/// List of doors that need to be periodically checked.
/// </summary>
private readonly List<ClientDoorComponent> _activeDoors = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DoorStateMessage>(HandleDoorState);
}
/// <summary>
/// Registers doors to be periodically checked.
/// </summary>
/// <param name="message">A message corresponding to the component under consideration, raised when its state changes.</param>
private void HandleDoorState(DoorStateMessage message)
{
switch (message.State)
{
case SharedDoorComponent.DoorState.Closed:
case SharedDoorComponent.DoorState.Open:
_activeDoors.Remove(message.Component);
break;
case SharedDoorComponent.DoorState.Closing:
case SharedDoorComponent.DoorState.Opening:
_activeDoors.Add(message.Component);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
/// <inheritdoc />
public override void Update(float frameTime)
{
for (var i = _activeDoors.Count - 1; i >= 0; i--)
{
var comp = _activeDoors[i];
if (comp.Deleted)
{
_activeDoors.RemoveAt(i);
}
comp.OnUpdate();
}
}
}
}