Files
tbd-station-14/Content.Client/ParticleAccelerator/ParticleAcceleratorPartVisualizer.cs
2023-01-15 13:38:53 +11:00

63 lines
2.4 KiB
C#

using System.Linq;
using Content.Shared.Singularity.Components;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
namespace Content.Client.ParticleAccelerator
{
[UsedImplicitly]
[DataDefinition]
public sealed class ParticleAcceleratorPartVisualizer : AppearanceVisualizer
{
[DataField("baseState", required: true)]
private string _baseState = default!;
private static readonly Dictionary<ParticleAcceleratorVisualState, string> StatesSuffixes = new()
{
{ParticleAcceleratorVisualState.Powered, "p"},
{ParticleAcceleratorVisualState.Level0, "p0"},
{ParticleAcceleratorVisualState.Level1, "p1"},
{ParticleAcceleratorVisualState.Level2, "p2"},
{ParticleAcceleratorVisualState.Level3, "p3"},
};
[Obsolete("Subscribe to your component being initialised instead.")]
public override void InitializeEntity(EntityUid entity)
{
base.InitializeEntity(entity);
if (!IoCManager.Resolve<IEntityManager>().TryGetComponent<SpriteComponent?>(entity, out var sprite))
{
throw new EntityCreationException("No sprite component found in entity that has ParticleAcceleratorPartVisualizer");
}
if (!sprite.AllLayers.Any())
{
throw new EntityCreationException("No Layer set for entity that has ParticleAcceleratorPartVisualizer");
}
}
[Obsolete("Subscribe to AppearanceChangeEvent instead.")]
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
var entities = IoCManager.Resolve<IEntityManager>();
if (!entities.TryGetComponent(component.Owner, out SpriteComponent? sprite)) return;
if (!component.TryGetData(ParticleAcceleratorVisuals.VisualState, out ParticleAcceleratorVisualState state))
{
state = ParticleAcceleratorVisualState.Unpowered;
}
if (state != ParticleAcceleratorVisualState.Unpowered)
{
sprite.LayerSetVisible(ParticleAcceleratorVisualLayers.Unlit, true);
sprite.LayerSetState(ParticleAcceleratorVisualLayers.Unlit, _baseState + StatesSuffixes[state]);
}
else
{
sprite.LayerSetVisible(ParticleAcceleratorVisualLayers.Unlit, false);
}
}
}
}