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- using Content.Shared.Light.Components;
- using Robust.Shared.Random;
- namespace Content.Shared.Light.EntitySystems;
- public abstract class SharedSunShadowSystem : EntitySystem
- {
- [Dependency] private readonly IRobustRandom _random = default!;
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<SunShadowCycleComponent, MapInitEvent>(OnCycleMapInit);
- SubscribeLocalEvent<SunShadowCycleComponent, LightCycleOffsetEvent>(OnCycleOffset);
- }
- private void OnCycleOffset(Entity<SunShadowCycleComponent> ent, ref LightCycleOffsetEvent args)
- {
- // Okay so we synchronise with LightCycleComponent.
- // However, the offset is only set on MapInit and we have no guarantee which one is ran first so we make sure.
- ent.Comp.Offset = args.Offset;
- Dirty(ent);
- }
- private void OnCycleMapInit(Entity<SunShadowCycleComponent> ent, ref MapInitEvent args)
- {
- if (TryComp(ent.Owner, out LightCycleComponent? lightCycle))
- {
- ent.Comp.Duration = lightCycle.Duration;
- ent.Comp.Offset = lightCycle.Offset;
- }
- else
- {
- ent.Comp.Offset = _random.Next(ent.Comp.Duration);
- }
- Dirty(ent);
- }
- }
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