Light bulb brightness (and other settings) change clientside PointLights (#5869)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
@@ -64,19 +64,11 @@ namespace Content.Server.Light.EntitySystems
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private void OnMapInit(EntityUid uid, PoweredLightComponent light, MapInitEvent args)
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{
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if (light.HasLampOnSpawn)
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if (light.HasLampOnSpawn != null)
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{
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var prototype = light.BulbType switch
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{
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LightBulbType.Bulb => "LightBulb",
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LightBulbType.Tube => "LightTube",
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_ => throw new ArgumentOutOfRangeException()
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};
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var entity = EntityManager.SpawnEntity(prototype, EntityManager.GetComponent<TransformComponent>(light.Owner).Coordinates);
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var entity = EntityManager.SpawnEntity(light.HasLampOnSpawn, EntityManager.GetComponent<TransformComponent>(light.Owner).Coordinates);
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light.LightBulbContainer.Insert(entity);
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}
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// need this to update visualizers
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UpdateLight(uid, light);
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}
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@@ -158,7 +150,6 @@ namespace Content.Server.Light.EntitySystems
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return false;
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UpdateLight(uid, light);
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return true;
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}
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@@ -260,7 +251,7 @@ namespace Content.Server.Light.EntitySystems
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case LightBulbState.Normal:
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if (powerReceiver.Powered && light.On)
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{
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SetLight(uid, true, lightBulb.Color, light);
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SetLight(uid, true, lightBulb.Color, light, lightBulb.lightRadius, lightBulb.lightEnergy, lightBulb.lightSoftness);
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appearance?.SetData(PoweredLightVisuals.BulbState, PoweredLightState.On);
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var time = _gameTiming.CurTime;
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if (time > light.LastThunk + ThunkDelay)
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@@ -363,7 +354,7 @@ namespace Content.Server.Light.EntitySystems
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SetState(uid, enabled, component);
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}
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private void SetLight(EntityUid uid, bool value, Color? color = null, PoweredLightComponent? light = null)
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private void SetLight(EntityUid uid, bool value, Color? color = null, PoweredLightComponent? light = null, float? radius = null, float? energy = null, float? softness=null)
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{
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if (!Resolve(uid, ref light))
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return;
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@@ -377,6 +368,12 @@ namespace Content.Server.Light.EntitySystems
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if (color != null)
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pointLight.Color = color.Value;
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if (radius != null)
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pointLight.Radius = (float) radius;
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if (energy != null)
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pointLight.Energy = (float) energy;
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if (softness != null)
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pointLight.Softness = (float) softness;
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}
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}
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