using Content.Shared.Eye.Blinding.Components;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Player;
namespace Content.Client.Eye.Blinding;
public sealed class BlurryVisionSystem : EntitySystem
{
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IOverlayManager _overlayMan = default!;
private BlurryVisionOverlay _overlay = default!;
public override void Initialize()
base.Initialize();
SubscribeLocalEvent<BlurryVisionComponent, ComponentInit>(OnBlurryInit);
SubscribeLocalEvent<BlurryVisionComponent, ComponentShutdown>(OnBlurryShutdown);
SubscribeLocalEvent<BlurryVisionComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<BlurryVisionComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
_overlay = new BlurryVisionOverlay();
}
private void OnPlayerAttached(EntityUid uid, BlurryVisionComponent component, LocalPlayerAttachedEvent args)
_overlayMan.AddOverlay(_overlay);
private void OnPlayerDetached(EntityUid uid, BlurryVisionComponent component, LocalPlayerDetachedEvent args)
_overlayMan.RemoveOverlay(_overlay);
private void OnBlurryInit(EntityUid uid, BlurryVisionComponent component, ComponentInit args)
if (_player.LocalEntity == uid)
private void OnBlurryShutdown(EntityUid uid, BlurryVisionComponent component, ComponentShutdown args)