Files
tbd-station-14/Content.Client/Lathe/LatheSystem.cs

54 lines
1.7 KiB
C#

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<LatheComponent, AppearanceChangeEvent>(OnAppearanceChange);
}
private void OnAppearanceChange(EntityUid uid, LatheComponent component, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
if (_appearance.TryGetData<bool>(uid, PowerDeviceVisuals.Powered, out var powered, args.Component) &&
args.Sprite.LayerMapTryGet(PowerDeviceVisualLayers.Powered, out _))
{
args.Sprite.LayerSetVisible(PowerDeviceVisualLayers.Powered, powered);
}
// Lathe specific stuff
if (_appearance.TryGetData<bool>(uid, LatheVisuals.IsRunning, out var isRunning, args.Component))
{
var state = isRunning ? component.RunningState : component.IdleState;
args.Sprite.LayerSetAnimationTime(LatheVisualLayers.IsRunning, 0f);
args.Sprite.LayerSetState(LatheVisualLayers.IsRunning, state);
}
}
///<remarks>
/// Whether or not a recipe is available is not really visible to the client,
/// so it just defaults to true.
///</remarks>
protected override bool HasRecipe(EntityUid uid, LatheRecipePrototype recipe, LatheComponent component)
{
return true;
}
}
public enum LatheVisualLayers : byte
{
IsRunning
}