Files
RobustToolbox/Robust.Client/GameObjects/EntitySystems/PointLightSystem.cs
T
83c2a1be11 [Dependency] source generator part 2 (#6550)
* [Dependency] source generator

No more reflection, no more codegen at runtime

Also various changes to Roslyn helpers to make this easier to write.

Requires all types with dependencies to be partial and not have readonly dependency fields. An analyzer enforces this at warning level, the previous injection strategies have remained in the code *for now* as a fallback.

No fallback is available for [field: Dependency] properties, due to a Roslyn bug.

Code Fixes exist. We love Roslyn

* Apply dependencies generator changes to all code

* Release notes

* Preprocessor got hands

* Handle nullable dependencies

These are bad but gotta deal with it.

* Apply suggestions from code review

Co-authored-by: Moony <moony@hellomouse.net>

* Fine, let's not use collection expressions

---------

Co-authored-by: Moony <moony@hellomouse.net>
2026-05-08 12:38:33 +02:00

128 lines
4.5 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Robust.Client.ComponentTrees;
using Robust.Client.ResourceManagement;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
namespace Robust.Client.GameObjects
{
public sealed partial class PointLightSystem : SharedPointLightSystem
{
[Dependency] private IResourceCache _resourceCache = default!;
[Dependency] private LightTreeSystem _lightTree = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PointLightComponent, ComponentGetState>(OnLightGetState);
SubscribeLocalEvent<PointLightComponent, ComponentInit>(HandleInit);
SubscribeLocalEvent<PointLightComponent, ComponentHandleState>(OnLightHandleState);
}
private void OnLightHandleState(EntityUid uid, PointLightComponent component, ref ComponentHandleState args)
{
if (args.Current is not PointLightComponentState state)
return;
component.Enabled = state.Enabled;
component.Offset = state.Offset;
component.Softness = state.Softness;
component.Falloff = state.Falloff;
component.CurveFactor = state.CurveFactor;
component.CastShadows = state.CastShadows;
component.Energy = state.Energy;
component.Radius = state.Radius;
component.Color = state.Color;
_lightTree.QueueTreeUpdate(uid, component);
}
public override SharedPointLightComponent EnsureLight(EntityUid uid)
{
return EnsureComp<PointLightComponent>(uid);
}
public override bool ResolveLight(EntityUid uid, [NotNullWhen(true)] ref SharedPointLightComponent? component)
{
if (component is not null)
return true;
TryComp<PointLightComponent>(uid, out var comp);
component = comp;
return component != null;
}
public override bool TryGetLight(EntityUid uid, [NotNullWhen(true)] out SharedPointLightComponent? component)
{
if (TryComp<PointLightComponent>(uid, out var comp))
{
component = comp;
return true;
}
component = null;
return false;
}
public override bool RemoveLightDeferred(EntityUid uid)
{
return RemCompDeferred<PointLightComponent>(uid);
}
protected override void UpdatePriority(EntityUid uid, SharedPointLightComponent comp, MetaDataComponent meta)
{
}
private void HandleInit(EntityUid uid, PointLightComponent component, ComponentInit args)
{
SetMask(component.MaskPath, component);
}
public void SetMask(string? maskPath, PointLightComponent component)
{
if (maskPath is not null)
component.Mask = _resourceCache.GetResource<TextureResource>(maskPath);
else
component.Mask = null;
}
#region Setters
public void SetContainerOccluded(EntityUid uid, bool occluded, SharedPointLightComponent? comp = null)
{
if (!ResolveLight(uid, ref comp) || occluded == comp.ContainerOccluded || comp is not PointLightComponent clientComp)
return;
comp.ContainerOccluded = occluded;
Dirty(uid, comp);
if (comp.Enabled)
_lightTree.QueueTreeUpdate(uid, clientComp);
}
public override void SetEnabled(EntityUid uid, bool enabled, SharedPointLightComponent? comp = null, MetaDataComponent? meta = null)
{
if (!ResolveLight(uid, ref comp) || enabled == comp.Enabled || comp is not PointLightComponent clientComp)
return;
base.SetEnabled(uid, enabled, comp, meta);
if (!comp.ContainerOccluded)
_lightTree.QueueTreeUpdate(uid, clientComp);
}
public override void SetRadius(EntityUid uid, float radius, SharedPointLightComponent? comp = null, MetaDataComponent? meta = null)
{
if (!ResolveLight(uid, ref comp) || MathHelper.CloseToPercent(radius, comp.Radius) ||
comp is not PointLightComponent clientComp)
return;
base.SetRadius(uid, radius, comp, meta);
if (clientComp.TreeUid != null)
_lightTree.QueueTreeUpdate(uid, clientComp);
}
#endregion
}
}