CatStation/Content.Client/Drowsiness/DrowsinessSystem.cs
Pieter-Jan Briers 5168b5f3d4
IoC source gen compatibility (#43863)
* IoC source gen compatibility

Can be merged before or after https://github.com/space-wizards/RobustToolbox/pull/6549 doesn't really matter.

* Missed a spot
2026-05-09 03:29:58 +00:00

64 lines
2.4 KiB
C#

using Content.Shared.Drowsiness;
using Content.Shared.StatusEffectNew;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Player;
namespace Content.Client.Drowsiness;
public sealed partial class DrowsinessSystem : SharedDrowsinessSystem
{
[Dependency] private IPlayerManager _player = default!;
[Dependency] private IOverlayManager _overlayMan = default!;
[Dependency] private StatusEffectsSystem _statusEffects = default!;
private DrowsinessOverlay _overlay = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DrowsinessStatusEffectComponent, StatusEffectAppliedEvent>(OnDrowsinessApply);
SubscribeLocalEvent<DrowsinessStatusEffectComponent, StatusEffectRemovedEvent>(OnDrowsinessShutdown);
SubscribeLocalEvent<DrowsinessStatusEffectComponent, StatusEffectRelayedEvent<LocalPlayerAttachedEvent>>(OnStatusEffectPlayerAttached);
SubscribeLocalEvent<DrowsinessStatusEffectComponent, StatusEffectRelayedEvent<LocalPlayerDetachedEvent>>(OnStatusEffectPlayerDetached);
_overlay = new();
}
private void OnDrowsinessApply(Entity<DrowsinessStatusEffectComponent> ent, ref StatusEffectAppliedEvent args)
{
if (_player.LocalEntity == args.Target)
_overlayMan.AddOverlay(_overlay);
}
private void OnDrowsinessShutdown(Entity<DrowsinessStatusEffectComponent> ent, ref StatusEffectRemovedEvent args)
{
if (_player.LocalEntity != args.Target)
return;
if (!_statusEffects.HasEffectComp<DrowsinessStatusEffectComponent>(_player.LocalEntity.Value))
{
_overlay.CurrentPower = 0;
_overlayMan.RemoveOverlay(_overlay);
}
}
private void OnStatusEffectPlayerAttached(Entity<DrowsinessStatusEffectComponent> ent, ref StatusEffectRelayedEvent<LocalPlayerAttachedEvent> args)
{
_overlayMan.AddOverlay(_overlay);
}
private void OnStatusEffectPlayerDetached(Entity<DrowsinessStatusEffectComponent> ent, ref StatusEffectRelayedEvent<LocalPlayerDetachedEvent> args)
{
if (_player.LocalEntity is null)
return;
if (!_statusEffects.HasEffectComp<DrowsinessStatusEffectComponent>(_player.LocalEntity.Value))
{
_overlay.CurrentPower = 0;
_overlayMan.RemoveOverlay(_overlay);
}
}
}