Files
tbd-station-14/Content.Client/Singularity/Systems/SingularitySystem.cs
TemporalOroboros 23f1dc4643 Resolves SingularityVisualizer is Obsolete (#13906)
* Split SingularityVisualizer into Component/System pair

* Server ignore SingularityVisualizer

* Update YAML

* Move to SingularityComponent
2023-02-11 11:41:16 +00:00

67 lines
2.4 KiB
C#

using Content.Shared.Singularity;
using Content.Shared.Singularity.Components;
using Content.Shared.Singularity.EntitySystems;
using Robust.Client.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Utility;
namespace Content.Client.Singularity.EntitySystems;
/// <summary>
/// The client-side version of <see cref="SharedSingularitySystem"/>.
/// Primarily manages <see cref="SingularityComponent"/>s.
/// </summary>
public sealed class SingularitySystem : SharedSingularitySystem
{
[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SingularityComponent, ComponentHandleState>(HandleSingularityState);
SubscribeLocalEvent<SingularityComponent, AppearanceChangeEvent>(OnAppearanceChange);
}
/// <summary>
/// Handles syncing singularities with their server-side versions.
/// </summary>
/// <param name="uid">The uid of the singularity to sync.</param>
/// <param name="comp">The state of the singularity to sync.</param>
/// <param name="args">The event arguments including the state to sync the singularity with.</param>
private void HandleSingularityState(EntityUid uid, SingularityComponent comp, ref ComponentHandleState args)
{
if (args.Current is not SingularityComponentState state)
return;
SetLevel(uid, state.Level, comp);
}
/// <summary>
/// Handles ensuring that the singularity has a sprite to see.
/// </summary>
protected override void OnSingularityStartup(EntityUid uid, SingularityComponent comp, ComponentStartup args)
{
base.OnSingularityStartup(uid, comp, args);
if (TryComp<SpriteComponent>(uid, out var sprite))
{
sprite.LayerMapReserveBlank(comp.Layer);
}
}
/// <summary>
/// Handles updating the visible state of the singularity to reflect its current level.
/// </summary>
private void OnAppearanceChange(EntityUid uid, SingularityComponent comp, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
if(!_appearanceSystem.TryGetData<byte>(uid, SingularityVisuals.Level, out var level, args.Component))
return;
args.Sprite.LayerSetSprite(comp.Layer,
new SpriteSpecifier.Rsi(new ResourcePath($"{comp.BaseSprite.RsiPath}_{level}.rsi"), $"{comp.BaseSprite.RsiState}_{level}"));
}
}