BlindingSystem.cs 1.9 KB

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  1. using Robust.Client.Graphics;
  2. using Robust.Client.Player;
  3. using Content.Shared.Eye.Blinding.Components;
  4. using Content.Shared.GameTicking;
  5. using Robust.Shared.Player;
  6. namespace Content.Client.Eye.Blinding;
  7. public sealed class BlindingSystem : EntitySystem
  8. {
  9. [Dependency] private readonly IPlayerManager _player = default!;
  10. [Dependency] private readonly IOverlayManager _overlayMan = default!;
  11. [Dependency] ILightManager _lightManager = default!;
  12. private BlindOverlay _overlay = default!;
  13. public override void Initialize()
  14. {
  15. base.Initialize();
  16. SubscribeLocalEvent<BlindableComponent, ComponentInit>(OnBlindInit);
  17. SubscribeLocalEvent<BlindableComponent, ComponentShutdown>(OnBlindShutdown);
  18. SubscribeLocalEvent<BlindableComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
  19. SubscribeLocalEvent<BlindableComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
  20. SubscribeNetworkEvent<RoundRestartCleanupEvent>(RoundRestartCleanup);
  21. _overlay = new();
  22. }
  23. private void OnPlayerAttached(EntityUid uid, BlindableComponent component, LocalPlayerAttachedEvent args)
  24. {
  25. _overlayMan.AddOverlay(_overlay);
  26. }
  27. private void OnPlayerDetached(EntityUid uid, BlindableComponent component, LocalPlayerDetachedEvent args)
  28. {
  29. _overlayMan.RemoveOverlay(_overlay);
  30. _lightManager.Enabled = true;
  31. }
  32. private void OnBlindInit(EntityUid uid, BlindableComponent component, ComponentInit args)
  33. {
  34. if (_player.LocalEntity == uid)
  35. _overlayMan.AddOverlay(_overlay);
  36. }
  37. private void OnBlindShutdown(EntityUid uid, BlindableComponent component, ComponentShutdown args)
  38. {
  39. if (_player.LocalEntity == uid)
  40. {
  41. _overlayMan.RemoveOverlay(_overlay);
  42. }
  43. }
  44. private void RoundRestartCleanup(RoundRestartCleanupEvent ev)
  45. {
  46. _lightManager.Enabled = true;
  47. }
  48. }