[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly IEntityManager _entMan = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
+ private SharedAppearanceSystem _appearance;
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
private ShaderInstance _shader;
- public ExplosionOverlay()
+ public ExplosionOverlay(SharedAppearanceSystem appearanceSystem)
{
IoCManager.InjectDependencies(this);
_shader = _proto.Index<ShaderPrototype>("unshaded").Instance();
+ _appearance = appearanceSystem;
}
protected override void Draw(in OverlayDrawArgs args)
drawHandle.UseShader(_shader);
var xforms = _entMan.GetEntityQuery<TransformComponent>();
- var query = _entMan
- .EntityQuery<ExplosionVisualsComponent, ExplosionVisualsTexturesComponent, AppearanceComponent>(true);
+ var query = _entMan.EntityQueryEnumerator<ExplosionVisualsComponent, ExplosionVisualsTexturesComponent>();
- foreach (var (visuals, textures, appearance) in query)
+ while (query.MoveNext(out var uid, out var visuals, out var textures))
{
if (visuals.Epicenter.MapId != args.MapId)
continue;
- if (!appearance.TryGetData(ExplosionAppearanceData.Progress, out int index))
+ if (!_appearance.TryGetData(uid, ExplosionAppearanceData.Progress, out int index))
continue;
index = Math.Min(index, visuals.Intensity.Count - 1);
[Dependency] private readonly IOverlayManager _overlayMan = default!;
[Dependency] private readonly SharedPointLightSystem _lights = default!;
[Dependency] private readonly IMapManager _mapMan = default!;
+ [Dependency] private readonly SharedAppearanceSystem _appearance = default!;
public override void Initialize()
{
SubscribeLocalEvent<ExplosionVisualsComponent, ComponentInit>(OnExplosionInit);
SubscribeLocalEvent<ExplosionVisualsComponent, ComponentRemove>(OnCompRemove);
SubscribeLocalEvent<ExplosionVisualsComponent, ComponentHandleState>(OnExplosionHandleState);
- _overlayMan.AddOverlay(new ExplosionOverlay());
+ _overlayMan.AddOverlay(new ExplosionOverlay(_appearance));
}
private void OnExplosionHandleState(EntityUid uid, ExplosionVisualsComponent component, ref ComponentHandleState args)