using Content.Shared.Atmos.Piping.Unary.Components;
using Content.Shared.SprayPainter.Prototypes;
using Robust.Client.GameObjects;
using Robust.Shared.Prototypes;
namespace Content.Client.Atmos.EntitySystems;
///
/// Used to change the appearance of gas canisters.
///
public sealed class GasCanisterAppearanceSystem : VisualizerSystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
protected override void OnAppearanceChange(EntityUid uid, GasCanisterComponent component, ref AppearanceChangeEvent args)
{
if (!AppearanceSystem.TryGetData(uid, PaintableVisuals.Prototype, out var protoName, args.Component) || args.Sprite is not { } old)
return;
if (!_prototypeManager.HasIndex(protoName))
return;
// Create the given prototype and get its first layer.
var tempUid = Spawn(protoName);
SpriteSystem.LayerSetRsiState(uid, 0, SpriteSystem.LayerGetRsiState(tempUid, 0));
QueueDel(tempUid);
}
}