Make energy swords use RgbLightController (#7344)
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113
Content.Client/Toggleable/ToggleableLightVisualsSystem.cs
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113
Content.Client/Toggleable/ToggleableLightVisualsSystem.cs
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using Content.Client.Clothing;
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using Content.Client.Items.Systems;
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using Content.Shared.Clothing;
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using Content.Shared.Hands;
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using Content.Shared.Item;
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using Content.Shared.Toggleable;
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using Robust.Client.GameObjects;
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using Robust.Shared.Utility;
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using System.Linq;
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namespace Content.Client.Toggleable;
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public sealed class ToggleableLightVisualsSystem : VisualizerSystem<ToggleableLightVisualsComponent>
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{
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[Dependency] private readonly SharedItemSystem _itemSys = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ToggleableLightVisualsComponent, GetInhandVisualsEvent>(OnGetHeldVisuals, after: new[] { typeof(ItemSystem) });
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SubscribeLocalEvent<ToggleableLightVisualsComponent, GetEquipmentVisualsEvent>(OnGetEquipmentVisuals, after: new[] { typeof(ClothingSystem) });
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}
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protected override void OnAppearanceChange(EntityUid uid, ToggleableLightVisualsComponent component, ref AppearanceChangeEvent args)
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{
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if (!args.Component.TryGetData(ToggleableLightVisuals.Enabled, out bool enabled))
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return;
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var modulate = args.Component.TryGetData(ToggleableLightVisuals.Color, out Color color);
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// Update the item's sprite
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if (TryComp(uid, out SpriteComponent? sprite) && sprite.LayerMapTryGet(component.SpriteLayer, out var layer))
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{
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sprite.LayerSetVisible(layer, enabled);
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if (modulate)
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sprite.LayerSetColor(layer, color);
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}
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// Update any point-lights
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if (TryComp(uid, out PointLightComponent? light))
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{
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DebugTools.Assert(!light.NetSyncEnabled, "light visualizers require point lights without net-sync");
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light.Enabled = enabled;
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if (enabled && modulate)
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light.Color = color;
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}
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// update clothing & in-hand visuals.
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_itemSys.VisualsChanged(uid);
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}
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/// <summary>
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/// Add the unshaded light overlays to any clothing sprites.
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/// </summary>
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private void OnGetEquipmentVisuals(EntityUid uid, ToggleableLightVisualsComponent component, GetEquipmentVisualsEvent args)
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{
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if (!TryComp(uid, out AppearanceComponent? appearance)
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|| !appearance.TryGetData(ToggleableLightVisuals.Enabled, out bool enabled)
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|| !enabled)
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return;
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if (!component.ClothingVisuals.TryGetValue(args.Slot, out var layers))
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return;
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var modulate = appearance.TryGetData(ToggleableLightVisuals.Color, out Color color);
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var i = 0;
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foreach (var layer in layers)
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{
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var key = layer.MapKeys?.FirstOrDefault();
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if (key == null)
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{
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key = i == 0 ? $"{args.Slot}-toggle" : $"{args.Slot}-toggle-{i}";
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i++;
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}
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if (modulate)
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layer.Color = color;
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args.Layers.Add((key, layer));
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}
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}
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private void OnGetHeldVisuals(EntityUid uid, ToggleableLightVisualsComponent component, GetInhandVisualsEvent args)
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{
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if (!TryComp(uid, out AppearanceComponent? appearance)
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|| !appearance.TryGetData(ToggleableLightVisuals.Enabled, out bool enabled)
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|| !enabled)
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return;
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if (!component.InhandVisuals.TryGetValue(args.Location, out var layers))
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return;
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var modulate = appearance.TryGetData(ToggleableLightVisuals.Color, out Color color);
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var i = 0;
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var defaultKey = $"inhand-{args.Location.ToString().ToLowerInvariant()}-toggle";
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foreach (var layer in layers)
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{
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var key = layer.MapKeys?.FirstOrDefault();
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if (key == null)
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{
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key = i == 0 ? defaultKey : $"{defaultKey}-{i}";
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i++;
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}
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if (modulate)
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layer.Color = color;
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args.Layers.Add((key, layer));
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}
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}
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}
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