Re-organize all projects (#4166)
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56
Content.Client/Conveyor/Visualizers/ConveyorVisualizer.cs
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56
Content.Client/Conveyor/Visualizers/ConveyorVisualizer.cs
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using System;
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using Content.Shared.Conveyor;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Client.Conveyor.Visualizers
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{
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[UsedImplicitly]
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public class ConveyorVisualizer : AppearanceVisualizer
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{
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[DataField("state_running")]
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private string? _stateRunning;
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[DataField("state_stopped")]
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private string? _stateStopped;
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[DataField("state_reversed")]
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private string? _stateReversed;
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private void ChangeState(AppearanceComponent appearance)
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{
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if (!appearance.Owner.TryGetComponent(out ISpriteComponent? sprite))
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{
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return;
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}
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appearance.TryGetData(ConveyorVisuals.State, out ConveyorState state);
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var texture = state switch
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{
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ConveyorState.Off => _stateStopped,
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ConveyorState.Forward => _stateRunning,
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ConveyorState.Reversed => _stateReversed,
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_ => throw new ArgumentOutOfRangeException()
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};
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sprite.LayerSetState(0, texture);
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}
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public override void InitializeEntity(IEntity entity)
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{
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base.InitializeEntity(entity);
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var appearance = entity.EnsureComponent<AppearanceComponent>();
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ChangeState(appearance);
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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ChangeState(component);
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}
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}
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}
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