62 lines
1.9 KiB
C#
62 lines
1.9 KiB
C#
using System;
|
|
using Content.Shared.Flash;
|
|
using Robust.Client.Graphics;
|
|
using Robust.Client.Player;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Timing;
|
|
|
|
namespace Content.Client.Flash
|
|
{
|
|
[RegisterComponent]
|
|
public sealed class FlashableComponent : SharedFlashableComponent
|
|
{
|
|
private TimeSpan _startTime;
|
|
private double _duration;
|
|
|
|
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
|
|
{
|
|
if (curState == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var playerManager = IoCManager.Resolve<IPlayerManager>();
|
|
if (playerManager.LocalPlayer != null && playerManager.LocalPlayer.ControlledEntity != Owner)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var newState = (FlashComponentState) curState;
|
|
if (newState.Time == default)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Few things here:
|
|
// 1. If a shorter duration flash is applied then don't do anything
|
|
// 2. If the client-side time is later than when the flash should've ended don't do anything
|
|
var currentTime = IoCManager.Resolve<IGameTiming>().CurTime.TotalSeconds;
|
|
var newEndTime = newState.Time.TotalSeconds + newState.Duration;
|
|
var currentEndTime = _startTime.TotalSeconds + _duration;
|
|
|
|
if (currentEndTime > newEndTime)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (currentTime > newEndTime)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_startTime = newState.Time;
|
|
_duration = newState.Duration;
|
|
|
|
var overlayManager = IoCManager.Resolve<IOverlayManager>();
|
|
var overlay = overlayManager.GetOverlay<FlashOverlay>();
|
|
overlay.ReceiveFlash(_duration);
|
|
}
|
|
}
|
|
}
|