using Content.Shared.Singularity;
using Content.Shared.Singularity.Components;
using Content.Shared.Singularity.EntitySystems;
using Robust.Client.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Utility;
namespace Content.Client.Singularity.EntitySystems;
///
/// The client-side version of .
/// Primarily manages s.
///
public sealed class SingularitySystem : SharedSingularitySystem
{
[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(HandleSingularityState);
SubscribeLocalEvent(OnAppearanceChange);
}
///
/// Handles syncing singularities with their server-side versions.
///
/// The uid of the singularity to sync.
/// The state of the singularity to sync.
/// The event arguments including the state to sync the singularity with.
private void HandleSingularityState(EntityUid uid, SingularityComponent comp, ref ComponentHandleState args)
{
if (args.Current is not SingularityComponentState state)
return;
SetLevel(uid, state.Level, comp);
}
///
/// Handles ensuring that the singularity has a sprite to see.
///
protected override void OnSingularityStartup(EntityUid uid, SingularityComponent comp, ComponentStartup args)
{
base.OnSingularityStartup(uid, comp, args);
if (TryComp(uid, out var sprite))
{
sprite.LayerMapReserveBlank(comp.Layer);
}
}
///
/// Handles updating the visible state of the singularity to reflect its current level.
///
private void OnAppearanceChange(EntityUid uid, SingularityComponent comp, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
if(!_appearanceSystem.TryGetData(uid, SingularityVisuals.Level, out var level, args.Component))
return;
args.Sprite.LayerSetSprite(comp.Layer,
new SpriteSpecifier.Rsi(new ResourcePath($"{comp.BaseSprite.RsiPath}_{level}.rsi"), $"{comp.BaseSprite.RsiState}_{level}"));
}
}