Files
tbd-station-14/Content.Client/Storage/Visualizers/EntityStorageVisualizerSystem.cs
2023-12-12 10:15:47 +11:00

95 lines
3.3 KiB
C#

using Content.Shared.Storage;
using Robust.Client.GameObjects;
namespace Content.Client.Storage.Visualizers;
public sealed class EntityStorageVisualizerSystem : VisualizerSystem<EntityStorageVisualsComponent>
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<EntityStorageVisualsComponent, ComponentInit>(OnComponentInit);
}
/// <summary>
/// Sets the base sprite to this layer. Exists to make the inheritance tree less boilerplate-y.
/// </summary>
private void OnComponentInit(EntityUid uid, EntityStorageVisualsComponent comp, ComponentInit args)
{
if (comp.StateBaseClosed == null)
return;
comp.StateBaseOpen ??= comp.StateBaseClosed;
if (!TryComp<SpriteComponent>(uid, out var sprite))
return;
sprite.LayerSetState(StorageVisualLayers.Base, comp.StateBaseClosed);
}
protected override void OnAppearanceChange(EntityUid uid, EntityStorageVisualsComponent comp, ref AppearanceChangeEvent args)
{
if (args.Sprite == null
|| !AppearanceSystem.TryGetData<bool>(uid, StorageVisuals.Open, out var open, args.Component))
return;
// Open/Closed state for the storage entity.
if (args.Sprite.LayerMapTryGet(StorageVisualLayers.Door, out _))
{
if (open)
{
if (comp.OpenDrawDepth != null)
args.Sprite.DrawDepth = comp.OpenDrawDepth.Value;
if (comp.StateDoorOpen != null)
{
args.Sprite.LayerSetState(StorageVisualLayers.Door, comp.StateDoorOpen);
args.Sprite.LayerSetVisible(StorageVisualLayers.Door, true);
}
else
{
args.Sprite.LayerSetVisible(StorageVisualLayers.Door, false);
}
if (comp.StateBaseOpen != null)
args.Sprite.LayerSetState(StorageVisualLayers.Base, comp.StateBaseOpen);
}
else
{
if (comp.ClosedDrawDepth != null)
args.Sprite.DrawDepth = comp.ClosedDrawDepth.Value;
if (comp.StateDoorClosed != null)
{
args.Sprite.LayerSetState(StorageVisualLayers.Door, comp.StateDoorClosed);
args.Sprite.LayerSetVisible(StorageVisualLayers.Door, true);
}
else
args.Sprite.LayerSetVisible(StorageVisualLayers.Door, false);
if (comp.StateBaseClosed != null)
args.Sprite.LayerSetState(StorageVisualLayers.Base, comp.StateBaseClosed);
}
}
// Lock state for the storage entity. TODO: Split into its own visualizer.
if (AppearanceSystem.TryGetData<bool>(uid, StorageVisuals.CanLock, out var canLock, args.Component) && canLock)
{
if (!AppearanceSystem.TryGetData<bool>(uid, StorageVisuals.Locked, out var locked, args.Component))
locked = true;
args.Sprite.LayerSetVisible(StorageVisualLayers.Lock, !open);
if (!open)
{
args.Sprite.LayerSetState(StorageVisualLayers.Lock, locked ? comp.StateLocked : comp.StateUnlocked);
}
}
}
}
public enum StorageVisualLayers : byte
{
Base,
Door,
Lock
}