using Content.Shared.Singularity.Components;
using Content.Shared.Singularity.EntitySystems;
using Robust.Client.GameObjects;
namespace Content.Client.Singularity.Systems;
public sealed class EmitterSystem : SharedEmitterSystem
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
///
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnAppearanceChange);
}
private void OnAppearanceChange(EntityUid uid, EmitterComponent component, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
if (!_appearance.TryGetData(uid, EmitterVisuals.VisualState, out var state, args.Component))
state = EmitterVisualState.Off;
if (!_sprite.LayerMapTryGet((uid, args.Sprite), EmitterVisualLayers.Lights, out var layer, false))
return;
switch (state)
{
case EmitterVisualState.On:
if (component.OnState == null)
break;
_sprite.LayerSetVisible((uid, args.Sprite), layer, true);
_sprite.LayerSetRsiState((uid, args.Sprite), layer, component.OnState);
break;
case EmitterVisualState.Underpowered:
if (component.UnderpoweredState == null)
break;
_sprite.LayerSetVisible((uid, args.Sprite), layer, true);
_sprite.LayerSetRsiState((uid, args.Sprite), layer, component.UnderpoweredState);
break;
case EmitterVisualState.Off:
_sprite.LayerSetVisible((uid, args.Sprite), layer, false);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
}