using Content.Client.Flash;
using Content.Shared._EE.Shadowling;
using Content.Shared._EE.Shadowling.Components;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.GameStates;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Client._EE.Shadowling;
public sealed class EnthrallSystem : SharedEnthrallSystem
{
private EnthrallOverlay _overlay = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IOverlayManager _overlayManager = default!;
///
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnInit);
SubscribeLocalEvent(OnPlayerAttached);
SubscribeLocalEvent(OnPlayerDetached);
_overlay = new();
}
private void OnPlayerAttached(EntityUid uid, ThrallComponent component, LocalPlayerAttachedEvent args)
{
_overlayManager.AddOverlay(_overlay);
}
private void OnPlayerDetached(EntityUid uid, ThrallComponent component, LocalPlayerDetachedEvent args)
{
_overlayManager.RemoveOverlay(_overlay);
}
private void OnInit(EntityUid uid, ThrallComponent component, ComponentInit init)
{
if (_playerManager.LocalEntity == uid)
{
if (EntityManager.HasComponent(uid))
return;
_overlay.ReceiveEnthrall(5f);
_overlayManager.AddOverlay(_overlay);
}
}
}