65 lines
2.2 KiB
C#
65 lines
2.2 KiB
C#
using Content.Shared.Drugs;
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using Content.Shared.StatusEffectNew;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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namespace Content.Client.Drugs;
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/// <summary>
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/// System to handle drug related overlays.
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/// </summary>
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public sealed class DrugOverlaySystem : EntitySystem
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{
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IOverlayManager _overlayMan = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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private RainbowOverlay _overlay = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SeeingRainbowsStatusEffectComponent, StatusEffectAppliedEvent>(OnApplied);
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SubscribeLocalEvent<SeeingRainbowsStatusEffectComponent, StatusEffectRemovedEvent>(OnRemoved);
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SubscribeLocalEvent<SeeingRainbowsStatusEffectComponent, StatusEffectRelayedEvent<LocalPlayerAttachedEvent>>(OnPlayerAttached);
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SubscribeLocalEvent<SeeingRainbowsStatusEffectComponent, StatusEffectRelayedEvent<LocalPlayerDetachedEvent>>(OnPlayerDetached);
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_overlay = new();
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}
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private void OnRemoved(Entity<SeeingRainbowsStatusEffectComponent> ent, ref StatusEffectRemovedEvent args)
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{
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if (_player.LocalEntity != args.Target)
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return;
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_overlay.Intoxication = 0;
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_overlay.TimeTicker = 0;
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_overlayMan.RemoveOverlay(_overlay);
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}
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private void OnApplied(Entity<SeeingRainbowsStatusEffectComponent> ent, ref StatusEffectAppliedEvent args)
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{
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if (_player.LocalEntity != args.Target)
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return;
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_overlay.Phase = _random.NextFloat(MathF.Tau); // random starting phase for movement effect
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_overlayMan.AddOverlay(_overlay);
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}
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private void OnPlayerAttached(Entity<SeeingRainbowsStatusEffectComponent> ent, ref StatusEffectRelayedEvent<LocalPlayerAttachedEvent> args)
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{
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_overlayMan.AddOverlay(_overlay);
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}
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private void OnPlayerDetached(Entity<SeeingRainbowsStatusEffectComponent> ent, ref StatusEffectRelayedEvent<LocalPlayerDetachedEvent> args)
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{
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_overlay.Intoxication = 0;
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_overlay.TimeTicker = 0;
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_overlayMan.RemoveOverlay(_overlay);
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}
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}
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