using Robust.Client.Graphics;
using Robust.Client.Player;
using Content.Shared.Eye.Blinding.Components;
using Content.Shared.GameTicking;
using Robust.Shared.Player;
namespace Content.Client.Eye.Blinding;
public sealed class BlindingSystem : EntitySystem
{
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IOverlayManager _overlayMan = default!;
[Dependency] private readonly ILightManager _lightManager = default!;
private BlindOverlay _overlay = default!;
public override void Initialize()
base.Initialize();
SubscribeLocalEvent<BlindableComponent, ComponentInit>(OnBlindInit);
SubscribeLocalEvent<BlindableComponent, ComponentShutdown>(OnBlindShutdown);
SubscribeLocalEvent<BlindableComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<BlindableComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
SubscribeNetworkEvent<RoundRestartCleanupEvent>(RoundRestartCleanup);
_overlay = new BlindOverlay();
}
private void OnPlayerAttached(EntityUid uid, BlindableComponent component, LocalPlayerAttachedEvent args)
_overlayMan.AddOverlay(_overlay);
private void OnPlayerDetached(EntityUid uid, BlindableComponent component, LocalPlayerDetachedEvent args)
_overlayMan.RemoveOverlay(_overlay);
_lightManager.Enabled = true;
private void OnBlindInit(EntityUid uid, BlindableComponent component, ComponentInit args)
if (_player.LocalEntity == uid)
private void OnBlindShutdown(EntityUid uid, BlindableComponent component, ComponentShutdown args)
private void RoundRestartCleanup(RoundRestartCleanupEvent ev)