using Content.Shared.Shuttles.Components;
using Robust.Client.GameObjects;
namespace Content.Client.Shuttles;
///
/// Handles making a thruster visibly turn on/emit an exhaust plume according to its state.
///
public sealed class ThrusterSystem : VisualizerSystem
{
[Dependency] private readonly SpriteSystem _sprite = default!;
///
/// Updates whether or not the thruster is visibly active/thrusting.
///
protected override void OnAppearanceChange(EntityUid uid, ThrusterComponent comp, ref AppearanceChangeEvent args)
{
if (args.Sprite == null
|| !AppearanceSystem.TryGetData(uid, ThrusterVisualState.State, out var state, args.Component))
return;
_sprite.LayerSetVisible((uid, args.Sprite), ThrusterVisualLayers.ThrustOn, state);
SetThrusting(
uid,
state && AppearanceSystem.TryGetData(uid, ThrusterVisualState.Thrusting, out var thrusting, args.Component) && thrusting,
args.Sprite
);
}
///
/// Sets whether or not the exhaust plume of the thruster is visible or not.
///
private void SetThrusting(EntityUid uid, bool value, SpriteComponent sprite)
{
if (_sprite.LayerMapTryGet((uid, sprite), ThrusterVisualLayers.Thrusting, out var thrustingLayer, false))
{
_sprite.LayerSetVisible((uid, sprite), thrustingLayer, value);
}
if (_sprite.LayerMapTryGet((uid, sprite), ThrusterVisualLayers.ThrustingUnshaded, out var unshadedLayer, false))
{
_sprite.LayerSetVisible((uid, sprite), unshadedLayer, value);
}
}
}
public enum ThrusterVisualLayers : byte
{
Base,
ThrustOn,
Thrusting,
ThrustingUnshaded,
}