#nullable enable using System.Runtime.CompilerServices; using Content.Shared.GameObjects.Components.Morgue; using Robust.Client.GameObjects; using Robust.Shared.Serialization.Manager.Attributes; using Robust.Shared.Utility; using YamlDotNet.RepresentationModel; namespace Content.Client.GameObjects.Components.Storage { public sealed class MorgueVisualizer : AppearanceVisualizer { [DataField("state_open")] private string _stateOpen = ""; [DataField("state_closed")] private string _stateClosed = ""; [DataField("light_contents")] private string _lightContents = ""; [DataField("light_mob")] private string _lightMob = ""; [DataField("light_soul")] private string _lightSoul = ""; public override void OnChangeData(AppearanceComponent component) { base.OnChangeData(component); if (!component.Owner.TryGetComponent(out ISpriteComponent? sprite)) return; if (component.TryGetData(MorgueVisuals.Open, out bool open)) { sprite.LayerSetState(MorgueVisualLayers.Base, open ? _stateOpen : _stateClosed); } else { sprite.LayerSetState(MorgueVisualLayers.Base, _stateClosed); } var lightState = ""; if (component.TryGetData(MorgueVisuals.HasContents, out bool hasContents) && hasContents) lightState = _lightContents; if (component.TryGetData(MorgueVisuals.HasMob, out bool hasMob) && hasMob) lightState = _lightMob; if (component.TryGetData(MorgueVisuals.HasSoul, out bool hasSoul) && hasSoul) lightState = _lightSoul; if (!string.IsNullOrEmpty(lightState)) { sprite.LayerSetState(MorgueVisualLayers.Light, lightState); sprite.LayerSetVisible(MorgueVisualLayers.Light, true); } else { sprite.LayerSetVisible(MorgueVisualLayers.Light, false); } } } public enum MorgueVisualLayers : byte { Base, Light, } }