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(); } } }