using Content.Shared.GameObjects.Components.Power; using Robust.Client.GameObjects; using Robust.Client.Interfaces.GameObjects.Components; using Robust.Shared.Interfaces.GameObjects; namespace Content.Client.GameObjects.Components.Power { public class SmesVisualizer2D : AppearanceVisualizer { public override void InitializeEntity(IEntity entity) { base.InitializeEntity(entity); var sprite = entity.GetComponent(); sprite.LayerMapSet(Layers.Input, sprite.AddLayerState("smes-oc0")); sprite.LayerSetShader(Layers.Input, "unshaded"); sprite.LayerMapSet(Layers.Charge, sprite.AddLayerState("smes-og1")); sprite.LayerSetShader(Layers.Charge, "unshaded"); sprite.LayerSetVisible(Layers.Charge, false); sprite.LayerMapSet(Layers.Output, sprite.AddLayerState("smes-op0")); sprite.LayerSetShader(Layers.Output, "unshaded"); } public override void OnChangeData(AppearanceComponent component) { base.OnChangeData(component); var sprite = component.Owner.GetComponent(); if (!component.TryGetData(SmesVisuals.LastChargeLevel, out var level) || level == 0) { sprite.LayerSetVisible(Layers.Charge, false); } else { sprite.LayerSetVisible(Layers.Charge, true); sprite.LayerSetState(Layers.Charge, $"smes-og{level}"); } if (component.TryGetData(SmesVisuals.LastChargeState, out var state)) { switch (state) { case ChargeState.Still: sprite.LayerSetState(Layers.Input, "smes-oc0"); sprite.LayerSetState(Layers.Output, "smes-op1"); break; case ChargeState.Charging: sprite.LayerSetState(Layers.Input, "smes-oc1"); sprite.LayerSetState(Layers.Output, "smes-op1"); break; case ChargeState.Discharging: sprite.LayerSetState(Layers.Input, "smes-oc0"); sprite.LayerSetState(Layers.Output, "smes-op2"); break; } } else { sprite.LayerSetState(Layers.Input, "smes-oc0"); sprite.LayerSetState(Layers.Output, "smes-op1"); } } enum Layers { Input, Charge, Output, } } }