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OldThink/Content.Server/GameObjects/EntitySystems/EmergencyLightSystem.cs

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using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerReceiverUsers;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
internal sealed class EmergencyLightSystem : EntitySystem
{
private readonly HashSet<EmergencyLightComponent> _activeLights = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<EmergencyLightMessage>(HandleEmergencyLightMessage);
}
private void HandleEmergencyLightMessage(EmergencyLightMessage message)
{
switch (message.State)
{
case EmergencyLightComponent.EmergencyLightState.On:
case EmergencyLightComponent.EmergencyLightState.Charging:
_activeLights.Add(message.Component);
break;
case EmergencyLightComponent.EmergencyLightState.Full:
case EmergencyLightComponent.EmergencyLightState.Empty:
_activeLights.Remove(message.Component);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
public override void Update(float frameTime)
{
foreach (var activeLight in _activeLights)
{
activeLight.OnUpdate(frameTime);
}
}
}
}