using Content.Shared.GameObjects.Components.PDA; using Robust.Client.GameObjects; using Robust.Client.Interfaces.GameObjects.Components; namespace Content.Client.GameObjects.Components.PDA { public class PDAVisualizer : AppearanceVisualizer { private enum PDAVisualLayers { Base, Flashlight } public override void OnChangeData(AppearanceComponent component) { base.OnChangeData(component); if (component.Owner.Deleted) { return; } var sprite = component.Owner.GetComponent(); sprite.LayerSetVisible(PDAVisualLayers.Flashlight, false); if(!component.TryGetData(PDAVisuals.FlashlightLit, out var isScreenLit)) { return; } sprite.LayerSetState(PDAVisualLayers.Flashlight, "light_overlay"); sprite.LayerSetVisible(PDAVisualLayers.Flashlight, isScreenLit); } } }