62 lines
1.7 KiB
C#
62 lines
1.7 KiB
C#
using Content.Shared.Inventory.Events;
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using Content.Shared.Overlays;
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using Robust.Client.Graphics;
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using System.Linq;
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using Robust.Client.Player;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Overlays;
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/// <summary>
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/// Adds a health bar overlay.
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/// </summary>
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public sealed class ShowHealthBarsSystem : EquipmentHudSystem<ShowHealthBarsComponent>
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{
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[Dependency] private readonly IOverlayManager _overlayMan = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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private EntityHealthBarOverlay _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<ShowHealthBarsComponent, AfterAutoHandleStateEvent>(OnHandleState);
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_overlay = new(EntityManager, _prototype);
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}
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private void OnHandleState(Entity<ShowHealthBarsComponent> ent, ref AfterAutoHandleStateEvent args)
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{
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RefreshOverlay();
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}
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protected override void UpdateInternal(RefreshEquipmentHudEvent<ShowHealthBarsComponent> component)
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{
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base.UpdateInternal(component);
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foreach (var comp in component.Components)
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{
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foreach (var damageContainerId in comp.DamageContainers)
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{
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_overlay.DamageContainers.Add(damageContainerId);
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}
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_overlay.StatusIcon = comp.HealthStatusIcon;
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}
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if (!_overlayMan.HasOverlay<EntityHealthBarOverlay>())
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{
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_overlayMan.AddOverlay(_overlay);
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}
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}
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protected override void DeactivateInternal()
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{
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base.DeactivateInternal();
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_overlay.DamageContainers.Clear();
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_overlayMan.RemoveOverlay(_overlay);
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}
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}
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