* 1 warning in MechAssemblyVisualizerSystem * 2 warnings in RecyclerVisualizerSystem * 1 warning in ClusterGrenadeVisualizerSystem * 2 warnings in BarSignSystem * 4 warnings in AlertControl * 1 warning in ToolSystem * 2 warnings in PinpointerSystem * 2 warnings in ClientSpriteMovementSystem * 2 warnings in OptionsVisualizerSystem * 1 warning in FlatpackSystem * 1 warning in ZombieSystem * 1 warning in StackSystem * 1 warning in MiningOverlay * 1 warning in FlippableClothingVisualizerSystem * Guard clause for MechAssemblyVisualizerSystem * Get SpriteSystem in AlertControl constructor
55 lines
1.7 KiB
C#
55 lines
1.7 KiB
C#
using System.Linq;
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using Content.Shared.Ghost;
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using Content.Shared.Humanoid;
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using Content.Shared.StatusIcon;
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using Content.Shared.StatusIcon.Components;
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using Content.Shared.Zombies;
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using Robust.Client.GameObjects;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Zombies;
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public sealed class ZombieSystem : SharedZombieSystem
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{
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ZombieComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<ZombieComponent, GetStatusIconsEvent>(GetZombieIcon);
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SubscribeLocalEvent<InitialInfectedComponent, GetStatusIconsEvent>(GetInitialInfectedIcon);
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}
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private void GetZombieIcon(Entity<ZombieComponent> ent, ref GetStatusIconsEvent args)
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{
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var iconPrototype = _prototype.Index(ent.Comp.StatusIcon);
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args.StatusIcons.Add(iconPrototype);
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}
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private void GetInitialInfectedIcon(Entity<InitialInfectedComponent> ent, ref GetStatusIconsEvent args)
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{
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if (HasComp<ZombieComponent>(ent))
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return;
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var iconPrototype = _prototype.Index(ent.Comp.StatusIcon);
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args.StatusIcons.Add(iconPrototype);
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}
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private void OnStartup(EntityUid uid, ZombieComponent component, ComponentStartup args)
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{
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if (HasComp<HumanoidAppearanceComponent>(uid))
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return;
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if (!TryComp<SpriteComponent>(uid, out var sprite))
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return;
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for (var i = 0; i < sprite.AllLayers.Count(); i++)
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{
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_sprite.LayerSetColor((uid, sprite), i, component.SkinColor);
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}
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}
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}
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