Selectable Bar Signs (#29068)
* make bar sign selectable * ajcm strongest soldier * AJCM comes down hard for round 2 * good shit * ok ballin * bless'ed be the webedit
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@@ -1,3 +1,4 @@
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using Content.Client.BarSign.Ui;
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using Content.Shared.BarSign;
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using Content.Shared.Power;
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using Robust.Client.GameObjects;
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@@ -8,6 +9,7 @@ namespace Content.Client.BarSign;
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public sealed class BarSignSystem : VisualizerSystem<BarSignComponent>
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly UserInterfaceSystem _ui = default!;
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public override void Initialize()
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{
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@@ -17,6 +19,9 @@ public sealed class BarSignSystem : VisualizerSystem<BarSignComponent>
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private void OnAfterAutoHandleState(EntityUid uid, BarSignComponent component, ref AfterAutoHandleStateEvent args)
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{
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if (_ui.TryGetOpenUi<BarSignBoundUserInterface>(uid, BarSignUiKey.Key, out var bui))
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bui.Update(component.Current);
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UpdateAppearance(uid, component);
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}
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@@ -34,9 +39,9 @@ public sealed class BarSignSystem : VisualizerSystem<BarSignComponent>
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if (powered
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&& sign.Current != null
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&& _prototypeManager.TryIndex(sign.Current, out BarSignPrototype? proto))
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&& _prototypeManager.TryIndex(sign.Current, out var proto))
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{
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sprite.LayerSetState(0, proto.Icon);
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sprite.LayerSetSprite(0, proto.Icon);
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sprite.LayerSetShader(0, "unshaded");
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}
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else
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