51 lines
1.6 KiB
C#
51 lines
1.6 KiB
C#
using Robust.Client.GameObjects;
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using Robust.Shared.Map;
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namespace Content.Client.Revenant;
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public sealed class RevenantAnimatedSystem : EntitySystem
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{
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[Dependency] private readonly SharedPointLightSystem _lights = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RevenantAnimatedComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<RevenantAnimatedComponent, ComponentShutdown>(OnShutdown);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var enumerator = EntityQueryEnumerator<RevenantAnimatedComponent>();
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while (enumerator.MoveNext(out var uid, out var comp))
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{
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if (comp.LightOverlay == null)
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continue;
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comp.Accumulator += frameTime;
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_lights.SetEnergy(comp.LightOverlay.Value.Owner, 2f * Math.Abs((float)Math.Sin(0.25 * Math.PI * comp.Accumulator)), comp.LightOverlay.Value.Comp);
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}
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}
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private void OnStartup(EntityUid uid, RevenantAnimatedComponent comp, ComponentStartup args)
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{
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var lightEnt = Spawn(null, new EntityCoordinates(uid, 0, 0));
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var light = AddComp<PointLightComponent>(lightEnt);
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comp.LightOverlay = (lightEnt, light);
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_lights.SetEnabled(lightEnt, true, light);
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_lights.SetColor(lightEnt, comp.LightColor, light);
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_lights.SetRadius(lightEnt, comp.LightRadius, light);
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}
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private void OnShutdown(EntityUid uid, RevenantAnimatedComponent comp, ComponentShutdown args)
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{
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if (comp.LightOverlay != null)
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Del(comp.LightOverlay);
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}
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}
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