using Robust.Client.GameObjects; using Content.Shared.Lathe; using Content.Shared.Power; using Content.Client.Power; using Content.Shared.Research.Prototypes; namespace Content.Client.Lathe; public sealed class LatheSystem : SharedLatheSystem { [Dependency] private readonly SharedAppearanceSystem _appearance = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnAppearanceChange); } private void OnAppearanceChange(EntityUid uid, LatheComponent component, ref AppearanceChangeEvent args) { if (args.Sprite == null) return; // Lathe specific stuff if (_appearance.TryGetData(uid, LatheVisuals.IsRunning, out var isRunning, args.Component)) { if (args.Sprite.LayerMapTryGet(LatheVisualLayers.IsRunning, out var runningLayer) && component.RunningState != null && component.IdleState != null) { var state = isRunning ? component.RunningState : component.IdleState; args.Sprite.LayerSetState(runningLayer, state); } } if (_appearance.TryGetData(uid, PowerDeviceVisuals.Powered, out var powered, args.Component) && args.Sprite.LayerMapTryGet(PowerDeviceVisualLayers.Powered, out var powerLayer)) { args.Sprite.LayerSetVisible(powerLayer, powered); if (component.UnlitIdleState != null && component.UnlitRunningState != null) { var state = isRunning ? component.UnlitRunningState : component.UnlitIdleState; args.Sprite.LayerSetState(powerLayer, state); } } } /// /// Whether or not a recipe is available is not really visible to the client, /// so it just defaults to true. /// protected override bool HasRecipe(EntityUid uid, LatheRecipePrototype recipe, LatheComponent component) { return true; } } public enum LatheVisualLayers : byte { IsRunning }