73 lines
2.7 KiB
C#
73 lines
2.7 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.Singularity.Components;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Client.ParticleAccelerator
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{
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[UsedImplicitly]
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[DataDefinition]
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public sealed class ParticleAcceleratorPartVisualizer : AppearanceVisualizer, ISerializationHooks
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{
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[DataField("baseState", required: true)]
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private string? _baseState;
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private Dictionary<ParticleAcceleratorVisualState, string> _states = new();
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void ISerializationHooks.AfterDeserialization()
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{
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if (_baseState == null)
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{
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return;
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}
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_states.Add(ParticleAcceleratorVisualState.Powered, _baseState + "p");
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_states.Add(ParticleAcceleratorVisualState.Level0, _baseState + "p0");
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_states.Add(ParticleAcceleratorVisualState.Level1, _baseState + "p1");
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_states.Add(ParticleAcceleratorVisualState.Level2, _baseState + "p2");
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_states.Add(ParticleAcceleratorVisualState.Level3, _baseState + "p3");
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}
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public override void InitializeEntity(EntityUid entity)
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{
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base.InitializeEntity(entity);
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent<ISpriteComponent?>(entity, out var sprite))
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{
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throw new EntityCreationException("No sprite component found in entity that has ParticleAcceleratorPartVisualizer");
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}
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if (!sprite.AllLayers.Any())
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{
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throw new EntityCreationException("No Layer set for entity that has ParticleAcceleratorPartVisualizer");
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}
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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var entities = IoCManager.Resolve<IEntityManager>();
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if (!entities.TryGetComponent(component.Owner, out ISpriteComponent sprite)) return;
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if (!component.TryGetData(ParticleAcceleratorVisuals.VisualState, out ParticleAcceleratorVisualState state))
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{
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state = ParticleAcceleratorVisualState.Unpowered;
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}
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if (state != ParticleAcceleratorVisualState.Unpowered)
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{
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sprite.LayerSetVisible(ParticleAcceleratorVisualLayers.Unlit, true);
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sprite.LayerSetState(ParticleAcceleratorVisualLayers.Unlit, _states[state]);
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}
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else
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{
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sprite.LayerSetVisible(ParticleAcceleratorVisualLayers.Unlit, false);
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}
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}
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}
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}
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