45 lines
1.4 KiB
C#
45 lines
1.4 KiB
C#
using Content.Client.GameTicking.Managers;
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using Content.Shared;
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using Content.Shared.Light.Components;
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using Content.Shared.Light.EntitySystems;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Timing;
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namespace Content.Client.Light;
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/// <inheritdoc/>
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public sealed class LightCycleSystem : SharedLightCycleSystem
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{
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[Dependency] private readonly ClientGameTicker _ticker = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly MetaDataSystem _metadata = default!;
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (!_timing.IsFirstTimePredicted)
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return;
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var mapQuery = AllEntityQuery<LightCycleComponent, MapLightComponent>();
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while (mapQuery.MoveNext(out var uid, out var cycle, out var map))
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{
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if (!cycle.Running)
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continue;
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// We still iterate paused entities as we still want to override the lighting color and not have
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// it apply the server state
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var pausedTime = _metadata.GetPauseTime(uid);
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var time = (float) _timing.CurTime
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.Add(cycle.Offset)
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.Subtract(_ticker.RoundStartTimeSpan)
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.Subtract(pausedTime)
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.TotalSeconds;
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var color = GetColor((uid, cycle), cycle.OriginalColor, time);
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map.AmbientLightColor = color;
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}
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}
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}
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