using Content.Shared.Chat.TypingIndicator; using Robust.Client.GameObjects; using Robust.Shared.Prototypes; using Content.Shared.Inventory; namespace Content.Client.Chat.TypingIndicator; public sealed class TypingIndicatorVisualizerSystem : VisualizerSystem { [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly InventorySystem _inventory = default!; protected override void OnAppearanceChange(EntityUid uid, TypingIndicatorComponent component, ref AppearanceChangeEvent args) { if (args.Sprite == null) return; var currentTypingIndicator = component.TypingIndicatorPrototype; var evt = new BeforeShowTypingIndicatorEvent(); if (TryComp(uid, out var inventoryComp)) _inventory.RelayEvent((uid, inventoryComp), ref evt); var overrideIndicator = evt.GetMostRecentIndicator(); if (overrideIndicator != null) currentTypingIndicator = overrideIndicator.Value; if (!_prototypeManager.Resolve(currentTypingIndicator, out var proto)) { Log.Error($"Unknown typing indicator id: {component.TypingIndicatorPrototype}"); return; } var layerExists = SpriteSystem.LayerMapTryGet((uid, args.Sprite), TypingIndicatorLayers.Base, out var layer, false); if (!layerExists) layer = SpriteSystem.LayerMapReserve((uid, args.Sprite), TypingIndicatorLayers.Base); SpriteSystem.LayerSetRsi((uid, args.Sprite), layer, proto.SpritePath); SpriteSystem.LayerSetRsiState((uid, args.Sprite), layer, proto.TypingState); args.Sprite.LayerSetShader(layer, proto.Shader); SpriteSystem.LayerSetOffset((uid, args.Sprite), layer, proto.Offset); AppearanceSystem.TryGetData(uid, TypingIndicatorVisuals.State, out var state); SpriteSystem.LayerSetVisible((uid, args.Sprite), layer, state != TypingIndicatorState.None); switch (state) { case TypingIndicatorState.Idle: SpriteSystem.LayerSetRsiState((uid, args.Sprite), layer, proto.IdleState); break; case TypingIndicatorState.Typing: SpriteSystem.LayerSetRsiState((uid, args.Sprite), layer, proto.TypingState); break; } } }