56 lines
1.6 KiB
C#
56 lines
1.6 KiB
C#
using Robust.Shared.Network;
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using Robust.Shared.Random;
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namespace Content.Shared.EntityEffects.Effects;
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/// <summary>
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/// Causes this entity to glow.
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/// </summary>
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/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
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public sealed partial class GlowEntityEffectSystem : EntityEffectSystem<MetaDataComponent, Glow>
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{
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedPointLightSystem _lightSystem = default!;
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protected override void Effect(Entity<MetaDataComponent> entity, ref EntityEffectEvent<Glow> args)
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{
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var color = args.Effect.Color;
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if (color == Color.Black)
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{
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// TODO: When we get proper predicted RNG remove this check...
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if (_net.IsClient)
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return;
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color = _random.Pick(Colors);
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}
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var light = _lightSystem.EnsureLight(entity);
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_lightSystem.SetRadius(entity, args.Effect.Radius, light);
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_lightSystem.SetColor(entity, color, light);
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_lightSystem.SetCastShadows(entity, false, light); // this is expensive, and botanists make lots of plants
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}
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public static readonly List<Color> Colors = new()
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{
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Color.White,
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Color.Red,
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Color.Yellow,
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Color.Green,
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Color.Blue,
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Color.Purple,
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Color.Pink
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};
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}
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/// <inheritdoc cref="EntityEffect"/>
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public sealed partial class Glow : EntityEffectBase<Glow>
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{
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[DataField]
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public float Radius = 2f;
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[DataField]
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public Color Color = Color.Black;
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}
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