Add Chameleon PDA (#30514)
* V1 commit * Remove PDA name and unnecessary pda state * Adds PDA to Chameleon backpack & thief toolbox * Change to use AppearanceDataInit * Add basic PDA state to ensure there's always a sprite before AppearanceData can be applied * Revert PDA name (this will be changed to another way later) * Update PDA name updating to new system * Fix yaml, and fix Agent ID chameleon * Updated based on review
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@@ -1,48 +1,8 @@
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using Content.Shared.PDA;
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using Content.Shared.Light;
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using Robust.Client.GameObjects;
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namespace Content.Client.PDA;
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public sealed class PdaSystem : SharedPdaSystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PdaComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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private void OnAppearanceChange(EntityUid uid, PdaComponent component, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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if (Appearance.TryGetData<bool>(uid, UnpoweredFlashlightVisuals.LightOn, out var isFlashlightOn, args.Component))
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args.Sprite.LayerSetVisible(PdaVisualLayers.Flashlight, isFlashlightOn);
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if (Appearance.TryGetData<bool>(uid, PdaVisuals.IdCardInserted, out var isCardInserted, args.Component))
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args.Sprite.LayerSetVisible(PdaVisualLayers.IdLight, isCardInserted);
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}
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protected override void OnComponentInit(EntityUid uid, PdaComponent component, ComponentInit args)
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{
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base.OnComponentInit(uid, component, args);
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if (!TryComp<SpriteComponent>(uid, out var sprite))
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return;
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if (component.State != null)
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sprite.LayerSetState(PdaVisualLayers.Base, component.State);
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sprite.LayerSetVisible(PdaVisualLayers.Flashlight, component.FlashlightOn);
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sprite.LayerSetVisible(PdaVisualLayers.IdLight, component.IdSlot.StartingItem != null);
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}
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public enum PdaVisualLayers : byte
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{
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Base,
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Flashlight,
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IdLight
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}
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}
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