6
2026-01-18 12:53:36 +03:00

35 lines
1.1 KiB
C#

using Content.Shared.Eye.Blinding.Components;
using Content.Shared.Inventory.Events;
using Content.Shared.Inventory;
namespace Content.Shared.Eye.Blinding.Systems;
public sealed class BlindfoldSystem : EntitySystem
{
[Dependency] private readonly BlindableSystem _blindableSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BlindfoldComponent, GotEquippedEvent>(OnEquipped);
SubscribeLocalEvent<BlindfoldComponent, GotUnequippedEvent>(OnUnequipped);
SubscribeLocalEvent<BlindfoldComponent, InventoryRelayedEvent<CanSeeAttemptEvent>>(OnBlindfoldTrySee);
}
private void OnBlindfoldTrySee(Entity<BlindfoldComponent> blindfold, ref InventoryRelayedEvent<CanSeeAttemptEvent> args)
{
args.Args.Cancel();
}
private void OnEquipped(Entity<BlindfoldComponent> blindfold, ref GotEquippedEvent args)
{
_blindableSystem.UpdateIsBlind(args.Equipee);
}
private void OnUnequipped(Entity<BlindfoldComponent> blindfold, ref GotUnequippedEvent args)
{
_blindableSystem.UpdateIsBlind(args.Equipee);
}
}