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
This commit is contained in:
30
Content.Client/PDA/PdaVisualizerSystem.cs
Normal file
30
Content.Client/PDA/PdaVisualizerSystem.cs
Normal file
@@ -0,0 +1,30 @@
|
||||
using Content.Shared.Light;
|
||||
using Content.Shared.PDA;
|
||||
using Robust.Client.GameObjects;
|
||||
|
||||
namespace Content.Client.PDA;
|
||||
|
||||
public sealed class PdaVisualizerSystem : VisualizerSystem<PdaVisualsComponent>
|
||||
{
|
||||
protected override void OnAppearanceChange(EntityUid uid, PdaVisualsComponent comp, ref AppearanceChangeEvent args)
|
||||
{
|
||||
if (args.Sprite == null)
|
||||
return;
|
||||
|
||||
if (AppearanceSystem.TryGetData<string>(uid, PdaVisuals.PdaType, out var pdaType, args.Component))
|
||||
args.Sprite.LayerSetState(PdaVisualLayers.Base, pdaType);
|
||||
|
||||
if (AppearanceSystem.TryGetData<bool>(uid, UnpoweredFlashlightVisuals.LightOn, out var isFlashlightOn, args.Component))
|
||||
args.Sprite.LayerSetVisible(PdaVisualLayers.Flashlight, isFlashlightOn);
|
||||
|
||||
if (AppearanceSystem.TryGetData<bool>(uid, PdaVisuals.IdCardInserted, out var isCardInserted, args.Component))
|
||||
args.Sprite.LayerSetVisible(PdaVisualLayers.IdLight, isCardInserted);
|
||||
}
|
||||
|
||||
public enum PdaVisualLayers : byte
|
||||
{
|
||||
Base,
|
||||
Flashlight,
|
||||
IdLight
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user