[2 lines] fix blinding (#9690)
* Adds blinding + blindfolds (#8688) * Adds blinding + blindfolds * Don't break examining lol * moment * fix toggle lights behavior * move checks around * Sloth review * Added a salvage funny * review * woops * Switch circle shader Co-authored-by: wrexbe <wrexbe@protonmail.com> * resolve merge conflict Co-authored-by: wrexbe <wrexbe@protonmail.com>
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55
Content.Client/Eye/Blinding/BlindingSystem.cs
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55
Content.Client/Eye/Blinding/BlindingSystem.cs
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using Content.Shared.Eye.Blinding;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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namespace Content.Client.Eye.Blinding;
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public sealed class BlindingSystem : EntitySystem
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{
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IOverlayManager _overlayMan = default!;
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[Dependency] ILightManager _lightManager = default!;
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private BlindOverlay _overlay = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BlindableComponent, ComponentInit>(OnBlindInit);
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SubscribeLocalEvent<BlindableComponent, ComponentShutdown>(OnBlindShutdown);
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SubscribeLocalEvent<BlindableComponent, PlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<BlindableComponent, PlayerDetachedEvent>(OnPlayerDetached);
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_overlay = new();
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}
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private void OnPlayerAttached(EntityUid uid, BlindableComponent component, PlayerAttachedEvent args)
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{
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_overlayMan.AddOverlay(_overlay);
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}
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private void OnPlayerDetached(EntityUid uid, BlindableComponent component, PlayerDetachedEvent args)
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{
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_overlayMan.RemoveOverlay(_overlay);
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_lightManager.Enabled = true;
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}
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private void OnBlindInit(EntityUid uid, BlindableComponent component, ComponentInit args)
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{
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if (_player.LocalPlayer?.ControlledEntity == uid)
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_overlayMan.AddOverlay(_overlay);
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}
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private void OnBlindShutdown(EntityUid uid, BlindableComponent component, ComponentShutdown args)
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{
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if (_player.LocalPlayer?.ControlledEntity == uid)
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{
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_overlayMan.RemoveOverlay(_overlay);
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}
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}
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}
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