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