using Content.Shared.Storage; using Robust.Client.GameObjects; namespace Content.Client.Storage.Visualizers; public sealed class EntityStorageVisualizerSystem : VisualizerSystem { public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnComponentInit); } /// /// Sets the base sprite to this layer. Exists to make the inheritance tree less boilerplate-y. /// private void OnComponentInit(EntityUid uid, EntityStorageVisualsComponent comp, ComponentInit args) { if (comp.StateBaseClosed == null) return; comp.StateBaseOpen ??= comp.StateBaseClosed; if (!TryComp(uid, out var sprite)) return; sprite.LayerSetState(StorageVisualLayers.Base, comp.StateBaseClosed); } protected override void OnAppearanceChange(EntityUid uid, EntityStorageVisualsComponent comp, ref AppearanceChangeEvent args) { if (args.Sprite == null || !AppearanceSystem.TryGetData(uid, StorageVisuals.Open, out var open, args.Component)) return; // Open/Closed state for the storage entity. if (args.Sprite.LayerMapTryGet(StorageVisualLayers.Door, out _)) { if (open) { if (comp.OpenDrawDepth != null) args.Sprite.DrawDepth = comp.OpenDrawDepth.Value; if (comp.StateDoorOpen != null) { args.Sprite.LayerSetState(StorageVisualLayers.Door, comp.StateDoorOpen); args.Sprite.LayerSetVisible(StorageVisualLayers.Door, true); } else { args.Sprite.LayerSetVisible(StorageVisualLayers.Door, false); } if (comp.StateBaseOpen != null) args.Sprite.LayerSetState(StorageVisualLayers.Base, comp.StateBaseOpen); } else { if (comp.ClosedDrawDepth != null) args.Sprite.DrawDepth = comp.ClosedDrawDepth.Value; if (comp.StateDoorClosed != null) { args.Sprite.LayerSetState(StorageVisualLayers.Door, comp.StateDoorClosed); args.Sprite.LayerSetVisible(StorageVisualLayers.Door, true); } else args.Sprite.LayerSetVisible(StorageVisualLayers.Door, false); if (comp.StateBaseClosed != null) args.Sprite.LayerSetState(StorageVisualLayers.Base, comp.StateBaseClosed); } } } } public enum StorageVisualLayers : byte { Base, Door }