41 lines
1.5 KiB
C#
41 lines
1.5 KiB
C#
using Content.Shared.Power;
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using Robust.Client.GameObjects;
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namespace Content.Client.PowerCell;
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public sealed class PowerChargerVisualizerSystem : VisualizerSystem<PowerChargerVisualsComponent>
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{
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protected override void OnAppearanceChange(EntityUid uid, PowerChargerVisualsComponent comp, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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// Update base item
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if (AppearanceSystem.TryGetData<bool>(uid, CellVisual.Occupied, out var occupied, args.Component) && occupied)
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{
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// TODO: don't throw if it doesn't have a full state
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), PowerChargerVisualLayers.Base, comp.OccupiedState);
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}
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else
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{
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), PowerChargerVisualLayers.Base, comp.EmptyState);
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}
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// Update lighting
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if (AppearanceSystem.TryGetData<CellChargerStatus>(uid, CellVisual.Light, out var status, args.Component)
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&& comp.LightStates.TryGetValue(status, out var lightState))
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{
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), PowerChargerVisualLayers.Light, lightState);
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SpriteSystem.LayerSetVisible((uid, args.Sprite), PowerChargerVisualLayers.Light, true);
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}
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else
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SpriteSystem.LayerSetVisible((uid, args.Sprite), PowerChargerVisualLayers.Light, false);
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}
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}
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public enum PowerChargerVisualLayers : byte
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{
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Base,
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Light,
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}
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