Files
wwdpublic/Content.Client/Overlays/Switchable/NightVisionSystem.cs
VMSolidus 4c03833c33 Fix CyberEyes (#1723)
# Description

Last changes to CyberEyes broke nightvision, so this reverts those
changes.

# Changelog

🆑
- fix: Fixed night vision not working correctly.

(cherry picked from commit 3d24fed5daddef4d8cca8a17aa2572f54127668b)
2025-02-14 23:34:21 +03:00

111 lines
3.2 KiB
C#

using System.Reflection.Metadata;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Shared.Overlays.Switchable;
using Robust.Client.Graphics;
using Robust.Shared.Timing;
namespace Content.Client.Overlays.Switchable;
public sealed class NightVisionSystem : EquipmentHudSystem<NightVisionComponent>
{
[Dependency] private readonly IOverlayManager _overlayMan = default!;
[Dependency] private readonly ILightManager _lightManager = default!;
[Dependency] private readonly IGameTiming _timing = default!;
private BaseSwitchableOverlay<NightVisionComponent> _overlay = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<NightVisionComponent, SwitchableOverlayToggledEvent>(OnToggle);
_overlay = new BaseSwitchableOverlay<NightVisionComponent>();
}
protected override void OnRefreshComponentHud(EntityUid uid,
NightVisionComponent component,
RefreshEquipmentHudEvent<NightVisionComponent> args)
{
if (component.IsEquipment)
return;
base.OnRefreshComponentHud(uid, component, args);
}
protected override void OnRefreshEquipmentHud(EntityUid uid,
NightVisionComponent component,
InventoryRelayedEvent<RefreshEquipmentHudEvent<NightVisionComponent>> args)
{
if (!component.IsEquipment)
return;
base.OnRefreshEquipmentHud(uid, component, args);
}
private void OnToggle(Entity<NightVisionComponent> ent, ref SwitchableOverlayToggledEvent args)
{
RefreshOverlay(args.User);
}
protected override void UpdateInternal(RefreshEquipmentHudEvent<NightVisionComponent> args)
{
base.UpdateInternal(args);
var active = false;
NightVisionComponent? nvComp = null;
foreach (var comp in args.Components)
{
if (comp.IsActive || comp.PulseTime > 0f && comp.PulseAccumulator < comp.PulseTime)
active = true;
else
continue;
if (comp.DrawOverlay)
{
if (nvComp == null)
nvComp = comp;
else if (nvComp.PulseTime > 0f && comp.PulseTime <= 0f)
nvComp = comp;
}
if (active && nvComp is { PulseTime: <= 0 })
break;
}
UpdateNightVision(active);
UpdateOverlay(nvComp);
}
protected override void DeactivateInternal()
{
base.DeactivateInternal();
UpdateNightVision(false);
UpdateOverlay(null);
}
private void UpdateNightVision(bool active)
{
_lightManager.DrawLighting = !active;
}
private void UpdateOverlay(NightVisionComponent? nvComp)
{
_overlay.Comp = nvComp;
switch (nvComp)
{
case not null when !_overlayMan.HasOverlay<BaseSwitchableOverlay<NightVisionComponent>>():
_overlayMan.AddOverlay(_overlay);
break;
case null:
_overlayMan.RemoveOverlay(_overlay);
break;
}
if (_overlayMan.TryGetOverlay<BaseSwitchableOverlay<ThermalVisionComponent>>(out var overlay))
overlay.IsActive = nvComp == null;
}
}