Files
wwdpublic/Content.Client/Overlays/Switchable/ThermalVisionSystem.cs
Milon 36787316e6 make RefreshOverlay default to the player session (#32354)
(cherry picked from commit 3a51f11cb2468978a363cd7112ad8e4fe85c3f2e)
2026-02-10 20:16:45 +03:00

120 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(
Entity<ThermalVisionComponent> ent,
ref RefreshEquipmentHudEvent<ThermalVisionComponent> args
)
{
if (ent.Comp.IsEquipment)
return;
base.OnRefreshComponentHud(ent, ref args);
}
protected override void OnRefreshEquipmentHud(
Entity<ThermalVisionComponent> ent,
ref InventoryRelayedEvent<RefreshEquipmentHudEvent<ThermalVisionComponent>> args
)
{
if (!ent.Comp.IsEquipment)
return;
base.OnRefreshEquipmentHud(ent, ref args);
}
private void OnToggle(Entity<ThermalVisionComponent> ent, ref SwitchableOverlayToggledEvent args)
{
RefreshOverlay();
}
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>>();
}
}