Мягкий свет для всякого (#316)
* add: add small soft light to laser weapon + fix the bluest blue energy shield * git commit * boltlights done * add: HuetaSystem * add: Doorlights finally done * add: small light to lockers * add: small light to multitool * fix: fix naming * hui pizde * fix: fix parasha * add: small light to powercells * zabil * add: code light to welders * tweak: better energy and radius * add: better color parameters * add: less radius and energy for guns * add: better lights for vending machines * add: better light to consoles * add: better light for apc * shut up * fix: thank you neuro colleague
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using Robust.Shared.GameStates;
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namespace Content.Shared._White.Lighting.PointLight.Airlock;
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[RegisterComponent, NetworkedComponent]
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public sealed partial class PointLightAirlockComponent : Component
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{
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[ViewVariables]
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public string RedColor = "#D56C6C";
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[ViewVariables]
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public string BlueColor = "#7F93C0";
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[ViewVariables]
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public string YellowColor = "#BDC07F";
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[ViewVariables]
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public string GreenColor = "#7FC080";
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}
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using Content.Shared.Doors.Components;
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namespace Content.Shared._White.Lighting.PointLight.Airlock;
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//TODO: Когда-нибудь починить эту хуйню: Когда дверь открыта на аварийный доступ и ее болтируют, то свет будет желтым, хотя должен быть красным из-за болтов.
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public sealed class SharedPointLightAirlockSystem : EntitySystem
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{
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[Dependency] private readonly SharedPointLightSystem _pointLightSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PointLightAirlockComponent, DoorlightsChangedEvent>(OnDoorLightChanged);
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}
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public void ToggleLight(EntityUid uid, string hex, bool enable = true)
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{
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if (!_pointLightSystem.TryGetLight(uid, out var pointLightComponent))
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return;
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if (enable)
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{
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var color = Color.FromHex(hex);
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_pointLightSystem.SetColor(uid, color, pointLightComponent);
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}
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_pointLightSystem.SetEnabled(uid, enable, pointLightComponent);
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RaiseLocalEvent(uid, new PointLightToggleEvent(enable), true);
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}
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public void OnDoorLightChanged(EntityUid uid, PointLightAirlockComponent component, DoorlightsChangedEvent args)
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{
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if (!TryComp<DoorComponent>(uid, out var door))
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return;
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if (TryComp<AirlockComponent>(uid, out var airlockComponent) && airlockComponent.EmergencyAccess && args.Value && args.State is not DoorVisuals.EmergencyLights && args.State != null)
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return; // While emergency access lights must be yellow no matter what
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switch (args.State)
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{
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case DoorVisuals.BoltLights:
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if (args.Value)
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ToggleLight(uid, component.RedColor);
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else
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RaiseLocalEvent(uid, new DoorlightsChangedEvent(door.State, true));
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break;
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case DoorState.Denying:
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ToggleLight(uid, component.RedColor);
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break;
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case DoorState.Closed:
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ToggleLight(uid, component.BlueColor);
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break;
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case DoorVisuals.EmergencyLights:
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if (args.Value)
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ToggleLight(uid, component.YellowColor);
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else
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RaiseLocalEvent(uid, new DoorlightsChangedEvent(door.State, true));
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break;
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case DoorState.Open:
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ToggleLight(uid, component.BlueColor);
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break;
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case DoorState.Opening:
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ToggleLight(uid, component.GreenColor);
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break;
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case DoorState.Closing:
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ToggleLight(uid, component.GreenColor);
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break;
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default:
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ToggleLight(uid, "", false);
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break;
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}
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}
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}
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@@ -0,0 +1,19 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared._White.Lighting.PointLight.Locker;
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[RegisterComponent, NetworkedComponent]
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public sealed partial class PointLightLockerComponent : Component
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{
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[DataField, ViewVariables]
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public string RedColor = "#D56C6C";
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[DataField, ViewVariables]
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public string GreenColor = "#7FC080";
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[DataField, ViewVariables]
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public float ReduceEnergyOnOpen = 0.1f;
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[DataField, ViewVariables]
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public float ReduceRadiusOnOpen = 0.1f;
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}
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@@ -0,0 +1,70 @@
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using Content.Shared.Lock;
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using Content.Shared.Storage.Components;
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namespace Content.Shared._White.Lighting.PointLight.Locker;
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public sealed class PointLightLockerSystem : EntitySystem
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{
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[Dependency] private readonly SharedPointLightSystem _pointLightSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PointLightLockerComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<PointLightLockerComponent, LockToggledEvent>(OnLockToggled);
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SubscribeLocalEvent<PointLightLockerComponent, StorageAfterOpenEvent>(OnStorageAfterOpen);
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SubscribeLocalEvent<PointLightLockerComponent, StorageAfterCloseEvent>(OnStorageAfterClose);
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}
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public void ToggleLight(EntityUid uid, string hex, bool enable = true)
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{
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if (!_pointLightSystem.TryGetLight(uid, out var pointLightComponent))
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return;
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if (enable)
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{
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var color = Color.FromHex(hex);
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_pointLightSystem.SetColor(uid, color, pointLightComponent);
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}
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_pointLightSystem.SetEnabled(uid, enable, pointLightComponent);
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RaiseLocalEvent(uid, new PointLightToggleEvent(enable), true);
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}
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public void OnComponentInit(EntityUid uid, PointLightLockerComponent component, ComponentInit args)
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{
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if (!TryComp<LockComponent>(uid, out var locker))
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return;
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ToggleLight(uid, locker.Locked ? component.RedColor : component.GreenColor, true);
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}
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public void OnLockToggled(EntityUid uid, PointLightLockerComponent component, LockToggledEvent args)
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{
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ToggleLight(uid, args.Locked ? component.RedColor : component.GreenColor, true);
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}
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public void OnStorageAfterOpen(EntityUid uid, PointLightLockerComponent component, StorageAfterOpenEvent args)
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{
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ChangeLightOnDoorToggled(uid, component, true);
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}
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public void OnStorageAfterClose(EntityUid uid, PointLightLockerComponent component, StorageAfterCloseEvent args)
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{
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ChangeLightOnDoorToggled(uid, component, false);
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}
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public void ChangeLightOnDoorToggled(EntityUid uid, PointLightLockerComponent component, bool status)
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{
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if (!_pointLightSystem.TryGetLight(uid, out var pointLightComponent))
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return;
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var factor = status ? 1f : -1f;
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_pointLightSystem.SetEnergy(uid, pointLightComponent.Energy - component.ReduceEnergyOnOpen * factor);
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_pointLightSystem.SetRadius(uid, pointLightComponent.Radius- component.ReduceRadiusOnOpen * factor);
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RaiseLocalEvent(uid, new PointLightToggleEvent(true), true);
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}
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}
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