Also includes some (non critical) changes to the solution file to re-organize the Roslyn components.
48 lines
1.5 KiB
C#
48 lines
1.5 KiB
C#
using Content.Server.Tesla.Components;
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using Content.Server.Lightning;
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using Content.Shared.Power;
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using Robust.Shared.Timing;
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namespace Content.Server.Tesla.EntitySystems;
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/// <summary>
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/// The component changes the visual of an object after it is struck by lightning
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/// </summary>
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public sealed class LightningSparkingSystem : EntitySystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<LightningSparkingComponent, HitByLightningEvent>(OnHitByLightning);
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}
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private void OnHitByLightning(Entity<LightningSparkingComponent> uid, ref HitByLightningEvent args)
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{
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_appearance.SetData(uid.Owner, TeslaCoilVisuals.Lightning, true);
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uid.Comp.LightningEndTime = _gameTiming.CurTime + TimeSpan.FromSeconds(uid.Comp.LightningTime);
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uid.Comp.IsSparking = true;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<LightningSparkingComponent>();
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while (query.MoveNext(out var uid, out var component))
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{
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if (!component.IsSparking)
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continue;
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if (component.LightningEndTime < _gameTiming.CurTime)
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{
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_appearance.SetData(uid, TeslaCoilVisuals.Lightning, false);
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component.IsSparking = false;
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}
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}
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}
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}
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