Files
wwdpublic/Content.Client/Overlays/Switchable/ThermalVisionSystem.cs
ilmenwe bfe577b9c7 Unused Varibles and Localization Fixes (#2424)
Removed all unused variables i could find, built and tested on a simple
upstart and clicking trough most systems.
Change Loc references to localization.

<!--
This is default collapsed, readers click to expand it and see all your
media
The PR media section can get very large at times, so this is a good way
to keep it clean
The title is written using HTML tags
The title must be within the <summary> tags or you won't see it
-->

<details><summary><h1>Media</h1></summary>
<p>

"using Robust.Shared.Prototypes;"
to
""

"[dependency] private readonly ISpriteComponent"
to
""

</p>
</details>

---

No CL this isn't player facing.

---------

Co-authored-by: ilmenwe <no@mail.com>
2025-07-12 02:20:02 +10:00

118 lines
3.7 KiB
C#

using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Shared.Overlays.Switchable;
using Robust.Client.Graphics;
namespace Content.Client.Overlays.Switchable;
public sealed class ThermalVisionSystem : EquipmentHudSystem<ThermalVisionComponent>
{
[Dependency] private readonly IOverlayManager _overlayMan = default!;
private ThermalVisionOverlay _thermalOverlay = default!;
private BaseSwitchableOverlay<ThermalVisionComponent> _overlay = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ThermalVisionComponent, SwitchableOverlayToggledEvent>(OnToggle);
_thermalOverlay = new ThermalVisionOverlay();
_overlay = new BaseSwitchableOverlay<ThermalVisionComponent>();
}
protected override void OnRefreshComponentHud(EntityUid uid,
ThermalVisionComponent component,
RefreshEquipmentHudEvent<ThermalVisionComponent> args)
{
if (component.IsEquipment)
return;
base.OnRefreshComponentHud(uid, component, args);
}
protected override void OnRefreshEquipmentHud(EntityUid uid,
ThermalVisionComponent component,
InventoryRelayedEvent<RefreshEquipmentHudEvent<ThermalVisionComponent>> args)
{
if (!component.IsEquipment)
return;
base.OnRefreshEquipmentHud(uid, component, args);
}
private void OnToggle(Entity<ThermalVisionComponent> ent, ref SwitchableOverlayToggledEvent args)
{
RefreshOverlay(args.User);
}
protected override void UpdateInternal(RefreshEquipmentHudEvent<ThermalVisionComponent> args)
{
base.UpdateInternal(args);
ThermalVisionComponent? tvComp = null;
var lightRadius = 0f;
foreach (var comp in args.Components)
{
if (!comp.IsActive && (comp.PulseTime <= 0f || comp.PulseAccumulator >= comp.PulseTime))
continue;
if (tvComp == null)
tvComp = comp;
else if (!tvComp.DrawOverlay && comp.DrawOverlay)
tvComp = comp;
else if (tvComp.DrawOverlay == comp.DrawOverlay && tvComp.PulseTime > 0f && comp.PulseTime <= 0f)
tvComp = comp;
lightRadius = MathF.Max(lightRadius, comp.LightRadius);
}
UpdateThermalOverlay(tvComp, lightRadius);
UpdateOverlay(tvComp);
}
protected override void DeactivateInternal()
{
base.DeactivateInternal();
_thermalOverlay.ResetLight(false);
UpdateOverlay(null);
UpdateThermalOverlay(null, 0f);
}
private void UpdateThermalOverlay(ThermalVisionComponent? comp, float lightRadius)
{
_thermalOverlay.LightRadius = lightRadius;
_thermalOverlay.Comp = comp;
switch (comp)
{
case not null when !_overlayMan.HasOverlay<ThermalVisionOverlay>():
_overlayMan.AddOverlay(_thermalOverlay);
break;
case null:
_overlayMan.RemoveOverlay(_thermalOverlay);
_thermalOverlay.ResetLight();
break;
}
}
private void UpdateOverlay(ThermalVisionComponent? tvComp)
{
_overlay.Comp = tvComp;
switch (tvComp)
{
case { DrawOverlay: true } when !_overlayMan.HasOverlay<BaseSwitchableOverlay<ThermalVisionComponent>>():
_overlayMan.AddOverlay(_overlay);
break;
case null or { DrawOverlay: false }:
_overlayMan.RemoveOverlay(_overlay);
break;
}
// Night vision overlay is prioritized
_overlay.IsActive = !_overlayMan.HasOverlay<BaseSwitchableOverlay<NightVisionComponent>>();
}
}