65 lines
2.2 KiB
C#
65 lines
2.2 KiB
C#
using Content.Shared._Horizon.NightVision;
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using Content.Shared.GameTicking;
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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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namespace Content.Client._Horizon.NightVision;
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public sealed class NightVisionSystem : 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 ILightManager _lightManager = default!;
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private NightVisionOverlay _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<NightVisionComponent, ComponentInit>(OnNightVisionInit);
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SubscribeLocalEvent<NightVisionComponent, ComponentShutdown>(OnNightVisionShutdown);
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SubscribeLocalEvent<NightVisionComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<NightVisionComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
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SubscribeNetworkEvent<RoundRestartCleanupEvent>(RoundRestartCleanup);
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}
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private void OnPlayerAttached(EntityUid uid, NightVisionComponent component, LocalPlayerAttachedEvent args)
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{
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_overlay = new(component.NightVisionColor);
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_overlayMan.AddOverlay(_overlay);
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}
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private void OnPlayerDetached(EntityUid uid, NightVisionComponent component, LocalPlayerDetachedEvent args)
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{
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_overlay = new(component.NightVisionColor);
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_overlayMan.RemoveOverlay(_overlay);
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_lightManager.DrawLighting = true;
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}
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private void OnNightVisionInit(EntityUid uid, NightVisionComponent component, ComponentInit args)
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{
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_overlay = new(component.NightVisionColor);
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if (_player.LocalSession?.AttachedEntity == uid)
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_overlayMan.AddOverlay(_overlay);
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}
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private void OnNightVisionShutdown(EntityUid uid, NightVisionComponent component, ComponentShutdown args)
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{
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_overlay = new(component.NightVisionColor);
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if (_player.LocalSession?.AttachedEntity == uid)
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{
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_lightManager.DrawLighting = true;
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_overlayMan.RemoveOverlay(_overlay);
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}
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}
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private void RoundRestartCleanup(RoundRestartCleanupEvent ev)
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{
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_lightManager.DrawLighting = true;
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}
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}
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