using Content.Shared.GameObjects.Components.Power; using JetBrains.Annotations; using Robust.Client.GameObjects; using Robust.Shared.GameObjects; namespace Content.Client.GameObjects.Components.Power { [UsedImplicitly] public class PowerChargerVisualizer : AppearanceVisualizer { public override void InitializeEntity(IEntity entity) { base.InitializeEntity(entity); var sprite = entity.GetComponent(); // Base item sprite.LayerMapSet(Layers.Base, sprite.AddLayerState("empty")); // Light sprite.LayerMapSet(Layers.Light, sprite.AddLayerState("light-off")); sprite.LayerSetShader(Layers.Light, "unshaded"); } public override void OnChangeData(AppearanceComponent component) { base.OnChangeData(component); var sprite = component.Owner.GetComponent(); // Update base item if (component.TryGetData(CellVisual.Occupied, out bool occupied)) { // TODO: don't throw if it doesn't have a full state sprite.LayerSetState(Layers.Base, occupied ? "full" : "empty"); } else { sprite.LayerSetState(Layers.Base, "empty"); } // Update lighting if (component.TryGetData(CellVisual.Light, out CellChargerStatus status)) { switch (status) { case CellChargerStatus.Off: sprite.LayerSetState(Layers.Light, "light-off"); break; case CellChargerStatus.Empty: sprite.LayerSetState(Layers.Light, "light-empty"); break; case CellChargerStatus.Charging: sprite.LayerSetState(Layers.Light, "light-charging"); break; case CellChargerStatus.Charged: sprite.LayerSetState(Layers.Light, "light-charged"); break; default: sprite.LayerSetState(Layers.Light, "light-off"); break; } } else { sprite.LayerSetState(Layers.Light, "light-off"); } } enum Layers : byte { Base, Light, } } }