using JetBrains.Annotations; using Robust.Client.GameObjects; using Robust.Client.Interfaces.GameObjects.Components; using Robust.Shared.Interfaces.GameObjects; using static Content.Shared.GameObjects.Components.Power.AME.SharedAMEControllerComponent; namespace Content.Client.GameObjects.Components.Power.AME { [UsedImplicitly] public class AMEControllerVisualizer : AppearanceVisualizer { public override void InitializeEntity(IEntity entity) { base.InitializeEntity(entity); var sprite = entity.GetComponent(); sprite.LayerMapSet(Layers.Display, sprite.AddLayerState("control_on")); sprite.LayerSetVisible(Layers.Display, false); } public override void OnChangeData(AppearanceComponent component) { base.OnChangeData(component); var sprite = component.Owner.GetComponent(); if (component.TryGetData(AMEControllerVisuals.DisplayState, out var state)) { switch (state) { case "on": sprite.LayerSetState(Layers.Display, "control_on"); sprite.LayerSetVisible(Layers.Display, true); break; case "critical": sprite.LayerSetState(Layers.Display, "control_critical"); sprite.LayerSetVisible(Layers.Display, true); break; case "fuck": sprite.LayerSetState(Layers.Display, "control_fuck"); sprite.LayerSetVisible(Layers.Display, true); break; case "off": sprite.LayerSetVisible(Layers.Display, false); break; default: sprite.LayerSetVisible(Layers.Display, false); break; } } } enum Layers : byte { Display, } } }