85 lines
2.9 KiB
C#
85 lines
2.9 KiB
C#
using Content.Shared._Sunrise.CarpQueen;
|
|
using Content.Shared.Light.Components;
|
|
using Robust.Client.GameObjects;
|
|
using Robust.Shared.Maths;
|
|
|
|
namespace Content.Client._Sunrise.CarpQueen;
|
|
|
|
/// <summary>
|
|
/// Client-side system that applies the liquid color to carp servants
|
|
/// based on the color of the liquid they hatched from.
|
|
/// Overrides RgbLightController behavior to use fixed color.
|
|
/// </summary>
|
|
public sealed class CarpServantVisualizerSystem : VisualizerSystem<CarpServantMemoryComponent>
|
|
{
|
|
[Dependency] private readonly SharedPointLightSystem _lights = default!;
|
|
[Dependency] private readonly SpriteSystem _sprite = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
SubscribeLocalEvent<CarpServantMemoryComponent, ComponentStartup>(OnStartup);
|
|
SubscribeLocalEvent<CarpServantMemoryComponent, ComponentAdd>(OnComponentAdd);
|
|
}
|
|
|
|
private void OnComponentAdd(EntityUid uid, CarpServantMemoryComponent component, ComponentAdd args)
|
|
{
|
|
// Remove RgbLightController on client side to prevent rainbow effect
|
|
RemComp<RgbLightControllerComponent>(uid);
|
|
}
|
|
|
|
public override void FrameUpdate(float frameTime)
|
|
{
|
|
base.FrameUpdate(frameTime);
|
|
|
|
// Continuously override RgbLightController color with fixed liquid color
|
|
var query = EntityQueryEnumerator<CarpServantMemoryComponent, SpriteComponent>();
|
|
while (query.MoveNext(out var uid, out var memory, out var sprite))
|
|
{
|
|
var color = memory.LiquidColor;
|
|
|
|
// Override sprite layer 0 color (base layer)
|
|
_sprite.LayerSetColor((uid, sprite), 0, color);
|
|
|
|
// Override light color if present
|
|
if (TryComp<PointLightComponent>(uid, out var light))
|
|
{
|
|
_lights.SetColor(uid, color, light);
|
|
}
|
|
}
|
|
}
|
|
|
|
protected override void OnAppearanceChange(EntityUid uid, CarpServantMemoryComponent component, ref AppearanceChangeEvent args)
|
|
{
|
|
if (args.Sprite == null)
|
|
return;
|
|
|
|
// Apply color to sprite layers
|
|
var color = component.LiquidColor;
|
|
var sprite = args.Sprite;
|
|
|
|
// Apply color to base layer (layer 0)
|
|
_sprite.LayerSetColor((uid, sprite), 0, color);
|
|
|
|
// Also update light color if present
|
|
if (TryComp<PointLightComponent>(uid, out var light))
|
|
{
|
|
_lights.SetColor(uid, color, light);
|
|
}
|
|
}
|
|
|
|
private void OnStartup(EntityUid uid, CarpServantMemoryComponent component, ComponentStartup args)
|
|
{
|
|
// Apply color immediately on startup
|
|
if (TryComp<SpriteComponent>(uid, out var sprite))
|
|
{
|
|
_sprite.LayerSetColor((uid, sprite), 0, component.LiquidColor);
|
|
}
|
|
|
|
if (TryComp<PointLightComponent>(uid, out var light))
|
|
{
|
|
_lights.SetColor(uid, component.LiquidColor, light);
|
|
}
|
|
}
|
|
}
|
|
|