- fix: Night vision fix. (#33)

This commit is contained in:
Aviu00
2024-02-07 19:30:49 +09:00
committed by GitHub
parent 551133a07d
commit e1554aca28
2 changed files with 18 additions and 3 deletions

View File

@@ -28,12 +28,18 @@ public sealed class NightVisionSystem : SharedNightVisionSystem
private void OnPlayerAttached(EntityUid uid, NightVisionComponent component, PlayerAttachedEvent args) private void OnPlayerAttached(EntityUid uid, NightVisionComponent component, PlayerAttachedEvent args)
{ {
UpdateNightVision(uid, component.IsActive); if (_player.LocalSession != args.Player)
return;
UpdateNightVision(component.IsActive);
} }
private void OnPlayerDetached(EntityUid uid, NightVisionComponent component, PlayerDetachedEvent args) private void OnPlayerDetached(EntityUid uid, NightVisionComponent component, PlayerDetachedEvent args)
{ {
UpdateNightVision(uid, false); if (_player.LocalSession != args.Player)
return;
UpdateNightVision(false);
} }
protected override void UpdateNightVision(EntityUid uid, bool active) protected override void UpdateNightVision(EntityUid uid, bool active)
@@ -41,6 +47,11 @@ public sealed class NightVisionSystem : SharedNightVisionSystem
if (_player.LocalSession?.AttachedEntity != uid) if (_player.LocalSession?.AttachedEntity != uid)
return; return;
UpdateNightVision(active);
}
private void UpdateNightVision(bool active)
{
if (active) if (active)
_overlayMan.AddOverlay(_overlay); _overlayMan.AddOverlay(_overlay);
else else

View File

@@ -1,6 +1,7 @@
using Content.Shared._White.Overlays; using Content.Shared._White.Overlays;
using Content.Shared.Actions; using Content.Shared.Actions;
using Robust.Shared.Audio.Systems; using Robust.Shared.Audio.Systems;
using Robust.Shared.Timing;
namespace Content.Shared._Miracle.Systems; namespace Content.Shared._Miracle.Systems;
@@ -8,6 +9,7 @@ public abstract class SharedNightVisionSystem : EntitySystem
{ {
[Dependency] private readonly SharedAudioSystem _audio = default!; [Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedActionsSystem _actions = default!; [Dependency] private readonly SharedActionsSystem _actions = default!;
[Dependency] private readonly IGameTiming _timing = default!;
public override void Initialize() public override void Initialize()
{ {
@@ -34,10 +36,12 @@ public abstract class SharedNightVisionSystem : EntitySystem
private void OnToggle(EntityUid uid, NightVisionComponent component, ToggleNightVisionEvent args) private void OnToggle(EntityUid uid, NightVisionComponent component, ToggleNightVisionEvent args)
{ {
if (!_timing.IsFirstTimePredicted)
return;
component.IsActive = !component.IsActive; component.IsActive = !component.IsActive;
_audio.PlayPredicted(component.ToggleSound, uid, uid); _audio.PlayPredicted(component.ToggleSound, uid, uid);
UpdateNightVision(uid, component.IsActive); UpdateNightVision(uid, component.IsActive);
Dirty(uid, component);
args.Handled = true; args.Handled = true;
} }