using Content.Shared.Storage; using Robust.Client.GameObjects; namespace Content.Client.Storage.Visualizers; public sealed class EntityStorageVisualizerSystem : VisualizerSystem { [Dependency] private readonly SpriteSystem _sprite = default!; 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.LayerSetRsiState((uid, sprite), 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 (_sprite.LayerMapTryGet((uid, args.Sprite), StorageVisualLayers.Door, out _, false)) { if (open) { if (comp.OpenDrawDepth != null) _sprite.SetDrawDepth((uid, args.Sprite), comp.OpenDrawDepth.Value); if (comp.StateDoorOpen != null) { _sprite.LayerSetRsiState((uid, args.Sprite), StorageVisualLayers.Door, comp.StateDoorOpen); _sprite.LayerSetVisible((uid, args.Sprite), StorageVisualLayers.Door, true); } else { _sprite.LayerSetVisible((uid, args.Sprite), StorageVisualLayers.Door, false); } if (comp.StateBaseOpen != null) _sprite.LayerSetRsiState((uid, args.Sprite), StorageVisualLayers.Base, comp.StateBaseOpen); } else { if (comp.ClosedDrawDepth != null) _sprite.SetDrawDepth((uid, args.Sprite), comp.ClosedDrawDepth.Value); if (comp.StateDoorClosed != null) { _sprite.LayerSetRsiState((uid, args.Sprite), StorageVisualLayers.Door, comp.StateDoorClosed); _sprite.LayerSetVisible((uid, args.Sprite), StorageVisualLayers.Door, true); } else _sprite.LayerSetVisible((uid, args.Sprite), StorageVisualLayers.Door, false); if (comp.StateBaseClosed != null) _sprite.LayerSetRsiState((uid, args.Sprite), StorageVisualLayers.Base, comp.StateBaseClosed); } } } } public enum StorageVisualLayers : byte { Base, Door }