Files
tbd-station-14/Content.Client/Power/APC/ApcVisualizer.cs
2022-01-15 11:32:46 -07:00

87 lines
3.1 KiB
C#

using Content.Shared.APC;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
namespace Content.Client.Power.APC
{
public class ApcVisualizer : AppearanceVisualizer
{
public static readonly Color LackColor = Color.FromHex("#d1332e");
public static readonly Color ChargingColor = Color.FromHex("#2e8ad1");
public static readonly Color FullColor = Color.FromHex("#3db83b");
[UsedImplicitly]
public override void InitializeEntity(EntityUid entity)
{
base.InitializeEntity(entity);
var sprite = IoCManager.Resolve<IEntityManager>().GetComponent<ISpriteComponent>(entity);
sprite.LayerMapSet(Layers.ChargeState, sprite.AddLayerState("apco3-0"));
sprite.LayerSetShader(Layers.ChargeState, "unshaded");
sprite.LayerMapSet(Layers.Lock, sprite.AddLayerState("apcox-0"));
sprite.LayerSetShader(Layers.Lock, "unshaded");
sprite.LayerMapSet(Layers.Equipment, sprite.AddLayerState("apco0-3"));
sprite.LayerSetShader(Layers.Equipment, "unshaded");
sprite.LayerMapSet(Layers.Lighting, sprite.AddLayerState("apco1-3"));
sprite.LayerSetShader(Layers.Lighting, "unshaded");
sprite.LayerMapSet(Layers.Environment, sprite.AddLayerState("apco2-3"));
sprite.LayerSetShader(Layers.Environment, "unshaded");
}
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
var ent = IoCManager.Resolve<IEntityManager>();
var sprite = ent.GetComponent<ISpriteComponent>(component.Owner);
if (component.TryGetData<ApcChargeState>(ApcVisuals.ChargeState, out var state))
{
switch (state)
{
case ApcChargeState.Lack:
sprite.LayerSetState(Layers.ChargeState, "apco3-0");
break;
case ApcChargeState.Charging:
sprite.LayerSetState(Layers.ChargeState, "apco3-1");
break;
case ApcChargeState.Full:
sprite.LayerSetState(Layers.ChargeState, "apco3-2");
break;
}
if (ent.TryGetComponent(component.Owner, out SharedPointLightComponent? light))
{
light.Color = state switch
{
ApcChargeState.Lack => LackColor,
ApcChargeState.Charging => ChargingColor,
ApcChargeState.Full => FullColor,
_ => LackColor
};
}
}
else
{
sprite.LayerSetState(Layers.ChargeState, "apco3-0");
}
}
enum Layers : byte
{
ChargeState,
Lock,
Equipment,
Lighting,
Environment,
}
}
}