using System;
using SS14.Server.GameObjects;
using SS14.Shared.Enums;
using SS14.Shared.GameObjects;
using SS14.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Power
{
public enum LightBulbState
{
Normal,
Broken,
Burned,
}
public enum LightBulbType
{
Tube,
}
///
/// Component that represents a light bulb. Can be broken, or burned, which turns them mostly useless.
///
public class LightBulbComponent : Component
{
///
/// Invoked whenever the state of the light bulb changes.
///
public event EventHandler OnLightBulbStateChange;
public override string Name => "LightBulb";
public LightBulbType Type = LightBulbType.Tube;
///
/// The current state of the light bulb. Invokes the OnLightBulbStateChange event when set.
/// It also updates the bulb's sprite accordingly.
///
public LightBulbState State
{
get { return _state; }
set
{
var sprite = Owner.GetComponent();
OnLightBulbStateChange?.Invoke(this, EventArgs.Empty);
_state = value;
switch (value)
{
case LightBulbState.Normal:
sprite.LayerSetState(0, "normal");
break;
case LightBulbState.Broken:
sprite.LayerSetState(0, "broken");
break;
case LightBulbState.Burned:
sprite.LayerSetState(0, "burned");
break;
}
}
}
private LightBulbState _state = LightBulbState.Normal;
public override void ExposeData(ObjectSerializer serializer)
{
serializer.DataField(ref Type, "bulb", LightBulbType.Tube);
}
}
}