Files
wwdpublic/Content.Shared/Movement/Systems/SharedFloorOcclusionSystem.cs
metalgearsloth 8d309e8699 Fix water postshader (#28130)
(cherry picked from commit 93f289c7dc94e0aa280b1b8544f8b9ba575d5294)
2026-02-10 15:45:23 +03:00

52 lines
1.4 KiB
C#

using Content.Shared.Movement.Components;
using Robust.Shared.Physics.Events;
namespace Content.Shared.Movement.Systems;
/// <summary>
/// Applies an occlusion shader for any relevant entities.
/// </summary>
public abstract class SharedFloorOcclusionSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FloorOccluderComponent, StartCollideEvent>(OnStartCollide);
SubscribeLocalEvent<FloorOccluderComponent, EndCollideEvent>(OnEndCollide);
}
private void OnStartCollide(Entity<FloorOccluderComponent> entity, ref StartCollideEvent args)
{
var other = args.OtherEntity;
if (!TryComp<FloorOcclusionComponent>(other, out var occlusion) ||
occlusion.Colliding.Contains(entity.Owner))
{
return;
}
occlusion.Colliding.Add(entity.Owner);
Dirty(other, occlusion);
SetEnabled((other, occlusion));
}
private void OnEndCollide(Entity<FloorOccluderComponent> entity, ref EndCollideEvent args)
{
var other = args.OtherEntity;
if (!TryComp<FloorOcclusionComponent>(other, out var occlusion))
return;
if (!occlusion.Colliding.Remove(entity.Owner))
return;
Dirty(other, occlusion);
SetEnabled((other, occlusion));
}
protected virtual void SetEnabled(Entity<FloorOcclusionComponent> entity)
{
}
}