Files
tbd-station-14/Content.Client/GameObjects/Components/Morgue/MorgueVisualizer.cs
Acruid ca4fd649fe Massive Namespace Cleanup (#3120)
* Engine namespace changes.

* Automated remove redundant using statements.

* Simplified Graphics namespace.

* Apparently the container system stores full type names in the map file.😞 This updates those names.

* API Changes to LocalizationManager.LoadCulture.

* Update submodule to v0.3.2
2021-02-11 01:13:03 -08:00

83 lines
2.6 KiB
C#

#nullable enable
using Content.Shared.GameObjects.Components.Morgue;
using Robust.Client.GameObjects;
using Robust.Shared.Utility;
using YamlDotNet.RepresentationModel;
namespace Content.Client.GameObjects.Components.Storage
{
public sealed class MorgueVisualizer : AppearanceVisualizer
{
private string _stateOpen = "";
private string _stateClosed = "";
private string _lightContents = "";
private string _lightMob = "";
private string _lightSoul = "";
public override void LoadData(YamlMappingNode node)
{
base.LoadData(node);
if (node.TryGetNode("state_open", out var child))
{
_stateOpen = child.AsString();
}
if (node.TryGetNode("state_closed", out child))
{
_stateClosed = child.AsString();
}
if (node.TryGetNode("light_contents", out child))
{
_lightContents = child.AsString();
}
if (node.TryGetNode("light_mob", out child))
{
_lightMob = child.AsString();
}
if (node.TryGetNode("light_soul", out child))
{
_lightSoul = child.AsString();
}
}
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
if (!component.Owner.TryGetComponent(out ISpriteComponent? sprite)) return;
if (component.TryGetData(MorgueVisuals.Open, out bool open))
{
sprite.LayerSetState(MorgueVisualLayers.Base, open ? _stateOpen : _stateClosed);
}
else
{
sprite.LayerSetState(MorgueVisualLayers.Base, _stateClosed);
}
var lightState = "";
if (component.TryGetData(MorgueVisuals.HasContents, out bool hasContents) && hasContents) lightState = _lightContents;
if (component.TryGetData(MorgueVisuals.HasMob, out bool hasMob) && hasMob) lightState = _lightMob;
if (component.TryGetData(MorgueVisuals.HasSoul, out bool hasSoul) && hasSoul) lightState = _lightSoul;
if (!string.IsNullOrEmpty(lightState))
{
sprite.LayerSetState(MorgueVisualLayers.Light, lightState);
sprite.LayerSetVisible(MorgueVisualLayers.Light, true);
}
else
{
sprite.LayerSetVisible(MorgueVisualLayers.Light, false);
}
}
}
public enum MorgueVisualLayers : byte
{
Base,
Light,
}
}