Files
RobustToolbox/Robust.Client/GameObjects/EntitySystems/EyeSystem.cs
TemporalOroboros bd489e9218 A compilation of simple one-line fixes (#5661)
* Fix warnings in SharedJointSystem

* Fix reference to EC TransformComponent method
Replaces call to TransformComponent.GetMapUid with SharedTransformSystem.GetMap

* Fix obsolete calls in SharedPhysicsSystem.Contacts.cs
Fixes a couple calls to obsolete varients of SetAwake and an obsolete call to RegenerateContacts by converting them to their Entity<T> varients

* Fix obsolete call in SharedPhysicsSystem.Components.cs
Adds one set of parenthesis to convert a 'uid, comp, comp, comp' call to an 'Entity<T, T, T> call.

* Removes unused local var
Removes an unused list of broadphases that was being allocated in TryCollideRect

* One-line fixes in SharedPhysicsSystem.Islands.cs
Fixes all of the easy warnings regarding physics island processing, the rest require more complicated changes than a simple argument rearrangement

* Fix obsolete method call in SharedMapSystem

* Fix a few obsolete ToMap calls in EntityLookup.Queries

* Fix calls to obsolete EntityCoordinate methods in SharedMapSystem.Grids

* Fix calls to obsolete EntityCoordinate methods in SharedLookupSystem.ComponentQueries

* Fix a few obsolete method calls in entity spawning

* Fix obsolete method calls in MapLoaderSystem

* Fix obsolete method call in GridFixtureSystem

* Fix obsolete IsMapInitialized call in SaveMap command

* Fix obsolete MapPosition reference in Client.EyeSystem

* Fix obsolete EntitySystem.Get<TSystem> references in DebugLightTreeSystem

* Fix obsolete EntitySystem.Get<TSystem> reference in DebugEntityLookup command

* Fix obsolete method calls in SpriteBoundsOverlay
Slightly more complicated than the rest, but it's really just changing an unused dependency over to use SharedTransformSystem

* Remove unused IClyde references from controls
LineEdit and TextEdit never use their IClyde dependencies and it generates a warning so yeet

* Remove use of EntitySystem.Get from lightbb command

* Fix DebugDrawingSystem
Removes a bunch of unused private IEntityManager vars
Also removes an obsolete use of TransformComponent.GetWorldPositionRotation

* Removes duplicate position set when splitting grids
There's nothing saying why this is this way and the blame looks like it was an oversight when replacing a bit where they set position and then rotation
Please, oh Chesterton's Fence, spare me your wrath

* Fix obsolete method use in PlacementMode

* Fix obsolete method use in Placement Modes

* Removes unused local var in gamestate management

* Fix unreachable code warnings in gamestate management
Use #else sections to make sure they don't complain about being on the wrong side of a throw

* Fix obsolete ToMap use in EyeManager

* Make InputManager use a sawmill to log

* Fix obsolete ContainerManagerComponent method calls in ContainerSystem

* Make ClientPrototypeManager use a sawmill for logging

* poke tests

* Use LocalizedEntityCommands for SpriteBoundsOverlay toggle

* Use LocalizedEntityCommands for system toggles

---------

Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2025-04-17 11:57:03 +10:00

75 lines
2.4 KiB
C#

using Robust.Client.Graphics;
using Robust.Client.Physics;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Player;
namespace Robust.Client.GameObjects;
public sealed class EyeSystem : SharedEyeSystem
{
[Dependency] private readonly IEyeManager _eyeManager = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<EyeComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<EyeComponent, LocalPlayerDetachedEvent>(OnEyeDetached);
SubscribeLocalEvent<EyeComponent, LocalPlayerAttachedEvent>(OnEyeAttached);
SubscribeLocalEvent<EyeComponent, AfterAutoHandleStateEvent>(OnEyeAutoState);
// Make sure this runs *after* entities have been moved by interpolation and movement.
UpdatesAfter.Add(typeof(TransformSystem));
UpdatesAfter.Add(typeof(PhysicsSystem));
}
private void OnEyeAutoState(EntityUid uid, EyeComponent component, ref AfterAutoHandleStateEvent args)
{
UpdateEye((uid, component));
}
private void OnEyeAttached(EntityUid uid, EyeComponent component, LocalPlayerAttachedEvent args)
{
UpdateEye((uid, component));
_eyeManager.CurrentEye = component.Eye;
var ev = new EyeAttachedEvent(uid, component);
RaiseLocalEvent(uid, ref ev, true);
}
private void OnEyeDetached(EntityUid uid, EyeComponent component, LocalPlayerDetachedEvent args)
{
_eyeManager.ClearCurrentEye();
}
private void OnInit(EntityUid uid, EyeComponent component, ComponentInit args)
{
UpdateEye((uid, component));
}
/// <inheritdoc />
public override void FrameUpdate(float frameTime)
{
var query = AllEntityQuery<EyeComponent>();
while (query.MoveNext(out var uid, out var eyeComponent))
{
if (eyeComponent.Eye == null)
continue;
if (!TryComp<TransformComponent>(eyeComponent.Target, out var xform))
{
xform = Transform(uid);
eyeComponent.Target = null;
}
eyeComponent.Eye.Position = TransformSystem.GetMapCoordinates(xform);
}
}
}
/// <summary>
/// Raised on an entity when it is attached to one with an <see cref="EyeComponent"/>
/// </summary>
[ByRefEvent]
public readonly record struct EyeAttachedEvent(EntityUid Entity, EyeComponent Component);