* 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
68 lines
1.9 KiB
C#
68 lines
1.9 KiB
C#
using Content.Shared.GameObjects.Components.Recycling;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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namespace Content.Client.GameObjects.Components.Recycling
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{
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[UsedImplicitly]
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public class RecyclerVisualizer : AppearanceVisualizer
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{
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private string _stateClean;
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private string _stateBloody;
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public override void LoadData(YamlMappingNode node)
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{
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base.LoadData(node);
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if (node.TryGetNode("state_clean", out var child))
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{
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_stateClean = child.AsString();
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}
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if (node.TryGetNode("state_bloody", out child))
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{
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_stateBloody = child.AsString();
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}
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}
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public override void InitializeEntity(IEntity entity)
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{
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base.InitializeEntity(entity);
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if (!entity.TryGetComponent(out ISpriteComponent sprite) ||
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!entity.TryGetComponent(out AppearanceComponent appearance))
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{
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return;
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}
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appearance.TryGetData(RecyclerVisuals.Bloody, out bool bloody);
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sprite.LayerSetState(RecyclerVisualLayers.Bloody, bloody
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? _stateBloody
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: _stateClean);
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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if (!component.Owner.TryGetComponent(out ISpriteComponent sprite))
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{
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return;
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}
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component.TryGetData(RecyclerVisuals.Bloody, out bool bloody);
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sprite.LayerSetState(RecyclerVisualLayers.Bloody, bloody
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? _stateBloody
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: _stateClean);
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}
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}
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public enum RecyclerVisualLayers : byte
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{
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Bloody
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}
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}
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