Re-organize all projects (#4166)
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76
Content.Client/PowerCell/PowerChargerVisualizer.cs
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76
Content.Client/PowerCell/PowerChargerVisualizer.cs
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using Content.Shared.Power;
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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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namespace Content.Client.PowerCell
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{
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[UsedImplicitly]
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public class PowerChargerVisualizer : AppearanceVisualizer
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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 sprite = entity.GetComponent<ISpriteComponent>();
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// Base item
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sprite.LayerMapSet(Layers.Base, sprite.AddLayerState("empty"));
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// Light
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sprite.LayerMapSet(Layers.Light, sprite.AddLayerState("light-off"));
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sprite.LayerSetShader(Layers.Light, "unshaded");
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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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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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// Update base item
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if (component.TryGetData(CellVisual.Occupied, out bool occupied))
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{
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// TODO: don't throw if it doesn't have a full state
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sprite.LayerSetState(Layers.Base, occupied ? "full" : "empty");
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}
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else
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{
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sprite.LayerSetState(Layers.Base, "empty");
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}
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// Update lighting
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if (component.TryGetData(CellVisual.Light, out CellChargerStatus status))
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{
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switch (status)
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{
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case CellChargerStatus.Off:
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sprite.LayerSetState(Layers.Light, "light-off");
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break;
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case CellChargerStatus.Empty:
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sprite.LayerSetState(Layers.Light, "light-empty");
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break;
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case CellChargerStatus.Charging:
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sprite.LayerSetState(Layers.Light, "light-charging");
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break;
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case CellChargerStatus.Charged:
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sprite.LayerSetState(Layers.Light, "light-charged");
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break;
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default:
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sprite.LayerSetState(Layers.Light, "light-off");
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break;
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}
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}
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else
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{
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sprite.LayerSetState(Layers.Light, "light-off");
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}
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}
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enum Layers : byte
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{
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Base,
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Light,
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}
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}
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}
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