33 lines
1.1 KiB
C#
33 lines
1.1 KiB
C#
using Content.Client.DamageState;
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using Content.Shared._Sunrise.Boss.Components;
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using Content.Shared._Sunrise.Boss.Systems;
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using Robust.Client.GameObjects;
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namespace Content.Client._Sunrise.Boss.Systems;
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/// <inheritdoc />
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public sealed class HellSpawnInvincibilitySystem : SharedHellSpawnInvincibilitySystem
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{
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/// <inheritdoc />
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HellSpawnInvincibilityComponent, HellSpawnInvincibilityToggledEvent>(OnToggled);
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}
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private void OnToggled(Entity<HellSpawnInvincibilityComponent> ent, ref HellSpawnInvincibilityToggledEvent args)
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{
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if (!TryComp<AppearanceComponent>(ent.Owner, out var appearanceComponent))
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return;
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if (!TryComp<SpriteComponent>(ent.Owner, out var spriteComponent))
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return;
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if (!spriteComponent.LayerMapTryGet(DamageStateVisualLayers.Base, out var layerIdx))
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return;
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if (args.Enabled)
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spriteComponent.LayerSetShader(layerIdx, "unshaded");
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else
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spriteComponent.LayerSetShader(layerIdx, null, null);
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}
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}
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