48 lines
1.6 KiB
C#
48 lines
1.6 KiB
C#
using Content.Client.Animations;
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using Content.Shared.Storage;
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using Content.Shared.Storage.EntitySystems;
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using Robust.Shared.Timing;
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namespace Content.Client.Storage.Systems;
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// TODO kill this is all horrid.
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public sealed class StorageSystem : SharedStorageSystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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public event Action<EntityUid, StorageComponent>? StorageUpdated;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeNetworkEvent<AnimateInsertingEntitiesEvent>(HandleAnimatingInsertingEntities);
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}
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public override void UpdateUI(EntityUid uid, StorageComponent component)
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{
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// Should we wrap this in some prediction call maybe?
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StorageUpdated?.Invoke(uid, component);
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}
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/// <summary>
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/// Animate the newly stored entities in <paramref name="msg"/> flying towards this storage's position
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/// </summary>
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/// <param name="msg"></param>
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public void HandleAnimatingInsertingEntities(AnimateInsertingEntitiesEvent msg)
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{
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TryComp(GetEntity(msg.Storage), out TransformComponent? transformComp);
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for (var i = 0; msg.StoredEntities.Count > i; i++)
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{
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var entity = GetEntity(msg.StoredEntities[i]);
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var initialPosition = msg.EntityPositions[i];
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if (EntityManager.EntityExists(entity) && transformComp != null)
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{
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ReusableAnimations.AnimateEntityPickup(entity, GetCoordinates(initialPosition), transformComp.LocalPosition, msg.EntityAngles[i], EntityManager);
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}
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}
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}
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}
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