using Content.Shared.Wires; using Robust.Client.GameObjects; namespace Content.Client.Wires.Visualizers { public sealed class WiresVisualizerSystem : VisualizerSystem { protected override void OnAppearanceChange(EntityUid uid, WiresVisualsComponent component, ref AppearanceChangeEvent args) { if (args.Sprite == null) return; var layer = args.Sprite.LayerMapReserveBlank(WiresVisualLayers.MaintenancePanel); if(args.AppearanceData.TryGetValue(WiresVisuals.MaintenancePanelState, out var panelStateObject) && panelStateObject is bool panelState) { args.Sprite.LayerSetVisible(layer, panelState); } else { //Mainly for spawn window args.Sprite.LayerSetVisible(layer, false); } } } public enum WiresVisualLayers : byte { MaintenancePanel } }