40 lines
1.3 KiB
C#
40 lines
1.3 KiB
C#
using Content.Client.Items.Systems;
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using Content.Client.Light.Components;
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using Content.Shared.Item;
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using Content.Shared.Light.Component;
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using Robust.Shared.GameStates;
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namespace Content.Client.Light;
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public sealed class HandheldLightSystem : EntitySystem
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{
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[Dependency] private readonly ItemSystem _itemSys = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HandheldLightComponent, ComponentHandleState>(OnHandleState);
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}
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private void OnHandleState(EntityUid uid, HandheldLightComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not SharedHandheldLightComponent.HandheldLightComponentState state)
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return;
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component.Level = state.Charge;
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if (state.Activated == component.Activated)
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return;
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component.Activated = state.Activated;
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// really hand-held lights should be using a separate unshaded layer. (see FlashlightVisualizer)
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// this prefix stuff is largely for backwards compatibility with RSIs/yamls that have not been updated.
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if (component.AddPrefix && TryComp(uid, out SharedItemComponent? item))
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{
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item.EquippedPrefix = state.Activated ? "on" : "off";
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_itemSys.VisualsChanged(uid);
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}
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}
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}
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