LockVisualizer (#25224)

* LockVisualizer

* Fix state

* Clean some code

* Make it component, fix tests fail

* Fix for StateUnlocked

Now it is possible to manually set the unlocked state and it will work!

* Optimize LockVisualizer, add check for unlocked state

* No todo I guess
This commit is contained in:
MilenVolf
2024-02-17 02:52:31 +03:00
committed by GitHub
parent 19a7b0592c
commit c7870882f6
27 changed files with 98 additions and 110 deletions

View File

@@ -1,7 +1,5 @@
using Content.Client.Storage.Visualizers;
using Content.Shared.Singularity.Components;
using Content.Shared.Singularity.Components;
using Content.Shared.Singularity.EntitySystems;
using Content.Shared.Storage;
using Robust.Client.GameObjects;
namespace Content.Client.Singularity.Systems;
@@ -21,14 +19,6 @@ public sealed class EmitterSystem : SharedEmitterSystem
if (args.Sprite == null)
return;
if (args.Sprite.LayerMapTryGet(StorageVisualLayers.Lock, out var lockLayer))
{
if (!_appearance.TryGetData<bool>(uid, StorageVisuals.Locked, out var locked, args.Component))
locked = false;
args.Sprite.LayerSetVisible(lockLayer, locked);
}
if (!_appearance.TryGetData<EmitterVisualState>(uid, EmitterVisuals.VisualState, out var state, args.Component))
state = EmitterVisualState.Off;