Files
wwdpublic/Content.Client/Light/EntitySystems/PlanetLightSystem.cs
sleepyyapril f7681d4bc3 v246.0.0 + Planet Lighting (#1802)
will do map refactor tomorrow, for now, planet lighting

🆑
* add: Ported planet lighting for indoor / outdoor areas.
* add: Ported day-night cycle functionality.
* add: Ported some Storage UI v2 fixes.

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
(cherry picked from commit 4efb0b3b328dd4eba3095cc3f0a95fad88b49661)
2025-02-28 16:23:01 +03:00

37 lines
1.1 KiB
C#

using Robust.Client.Graphics;
namespace Content.Client.Light.EntitySystems;
public sealed class PlanetLightSystem : EntitySystem
{
[Dependency] private readonly IOverlayManager _overlayMan = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GetClearColorEvent>(OnClearColor);
_overlayMan.AddOverlay(new BeforeLightTargetOverlay());
_overlayMan.AddOverlay(new RoofOverlay(EntityManager));
_overlayMan.AddOverlay(new TileEmissionOverlay(EntityManager));
_overlayMan.AddOverlay(new LightBlurOverlay());
_overlayMan.AddOverlay(new AfterLightTargetOverlay());
}
private void OnClearColor(ref GetClearColorEvent ev)
{
ev.Color = Color.Transparent;
}
public override void Shutdown()
{
base.Shutdown();
_overlayMan.RemoveOverlay<BeforeLightTargetOverlay>();
_overlayMan.RemoveOverlay<RoofOverlay>();
_overlayMan.RemoveOverlay<TileEmissionOverlay>();
_overlayMan.RemoveOverlay<LightBlurOverlay>();
_overlayMan.RemoveOverlay<AfterLightTargetOverlay>();
}
}