using System.Linq; using Robust.Client.GameObjects; using static Robust.Client.GameObjects.SpriteComponent; using Content.Shared.Clothing; using Content.Shared.Hands; using Content.Shared.Paint; using Robust.Client.Graphics; using Robust.Shared.Prototypes; namespace Content.Client.Paint; public sealed class PaintedVisualizerSystem : VisualizerSystem { /// /// Visualizer for Paint which applies a shader and colors the entity. /// [Dependency] private readonly SharedAppearanceSystem _appearance = default!; [Dependency] private readonly IPrototypeManager _protoMan = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnHeldVisualsUpdated); SubscribeLocalEvent(OnShutdown); SubscribeLocalEvent(OnEquipmentVisualsUpdated); } protected override void OnAppearanceChange(EntityUid uid, PaintedComponent component, ref AppearanceChangeEvent args) { var shader = _protoMan.Index(component.ShaderName).Instance(); if (args.Sprite == null) return; // What is this even doing? It's not even checking what the value is. if (!_appearance.TryGetData(uid, PaintVisuals.Painted, out bool isPainted)) return; var sprite = args.Sprite; foreach (var spriteLayer in sprite.AllLayers) { if (spriteLayer is not Layer layer) continue; if (layer.Shader == null) // If shader isn't null we dont want to replace the original shader. { layer.Shader = shader; layer.Color = component.Color; } } } private void OnHeldVisualsUpdated(EntityUid uid, PaintedComponent component, HeldVisualsUpdatedEvent args) { if (args.RevealedLayers.Count == 0) return; if (!TryComp(args.User, out SpriteComponent? sprite)) return; foreach (var revealed in args.RevealedLayers) { if (!sprite.LayerMapTryGet(revealed, out var layer)) continue; sprite.LayerSetShader(layer, component.ShaderName); sprite.LayerSetColor(layer, component.Color); } } private void OnEquipmentVisualsUpdated(EntityUid uid, PaintedComponent component, EquipmentVisualsUpdatedEvent args) { if (args.RevealedLayers.Count == 0) return; if (!TryComp(args.Equipee, out SpriteComponent? sprite)) return; foreach (var revealed in args.RevealedLayers) { if (!sprite.LayerMapTryGet(revealed, out var layer)) continue; sprite.LayerSetShader(layer, component.ShaderName); sprite.LayerSetColor(layer, component.Color); } } private void OnShutdown(EntityUid uid, PaintedComponent component, ref ComponentShutdown args) { if (!TryComp(uid, out SpriteComponent? sprite)) return; component.BeforeColor = sprite.Color; var shader = _protoMan.Index(component.ShaderName).Instance(); if (!Terminating(uid)) { foreach (var spriteLayer in sprite.AllLayers) { if (spriteLayer is not Layer layer) continue; if (layer.Shader == shader) // If shader isn't same as one in component we need to ignore it. { layer.Shader = null; if (layer.Color == component.Color) // If color isn't the same as one in component we don't want to change it. layer.Color = component.BeforeColor; } } } } }