using Robust.Client.GameObjects;
using Content.Shared.Atmos.Visuals;
using Content.Client.Power;
namespace Content.Client.Atmos.Visualizers;
///
/// Controls client-side visuals for portable scrubbers.
///
public sealed class PortableScrubberSystem : VisualizerSystem
{
[Dependency] private readonly SpriteSystem _sprite = default!;
protected override void OnAppearanceChange(EntityUid uid, PortableScrubberVisualsComponent component, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
if (AppearanceSystem.TryGetData(uid, PortableScrubberVisuals.IsFull, out var isFull, args.Component)
&& AppearanceSystem.TryGetData(uid, PortableScrubberVisuals.IsRunning, out var isRunning, args.Component))
{
var runningState = isRunning ? component.RunningState : component.IdleState;
_sprite.LayerSetRsiState((uid, args.Sprite), PortableScrubberVisualLayers.IsRunning, runningState);
var fullState = isFull ? component.FullState : component.ReadyState;
_sprite.LayerSetRsiState((uid, args.Sprite), PowerDeviceVisualLayers.Powered, fullState);
}
if (AppearanceSystem.TryGetData(uid, PortableScrubberVisuals.IsDraining, out var isDraining, args.Component))
{
_sprite.LayerSetVisible((uid, args.Sprite), PortableScrubberVisualLayers.IsDraining, isDraining);
}
}
}
public enum PortableScrubberVisualLayers : byte
{
IsRunning,
IsDraining
}