* Fix crematorium visualizer crash * Also morgue Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
78 lines
2.4 KiB
C#
78 lines
2.4 KiB
C#
#nullable enable
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using Content.Shared.GameObjects.Components.Morgue;
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using Robust.Client.GameObjects;
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using Robust.Client.Interfaces.GameObjects.Components;
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using Robust.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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namespace Content.Client.GameObjects.Components.Storage
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{
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public sealed class CrematoriumVisualizer : AppearanceVisualizer
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{
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private string _stateOpen = "";
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private string _stateClosed = "";
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private string _lightContents = "";
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private string _lightBurning = "";
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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_open", out var child))
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{
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_stateOpen = child.AsString();
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}
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if (node.TryGetNode("state_closed", out child))
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{
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_stateClosed = child.AsString();
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}
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if (node.TryGetNode("light_contents", out child))
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{
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_lightContents = child.AsString();
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}
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if (node.TryGetNode("light_burning", out child))
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{
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_lightBurning = child.AsString();
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}
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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)) return;
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if (component.TryGetData(MorgueVisuals.Open, out bool open))
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{
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sprite.LayerSetState(CrematoriumVisualLayers.Base, open ? _stateOpen : _stateClosed);
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}
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else
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{
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sprite.LayerSetState(CrematoriumVisualLayers.Base, _stateClosed);
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}
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var lightState = "";
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if (component.TryGetData(MorgueVisuals.HasContents, out bool hasContents) && hasContents) lightState = _lightContents;
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if (component.TryGetData(CrematoriumVisuals.Burning, out bool isBurning) && isBurning) lightState = _lightBurning;
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if (!string.IsNullOrEmpty(lightState))
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{
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sprite.LayerSetState(CrematoriumVisualLayers.Light, lightState);
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sprite.LayerSetVisible(CrematoriumVisualLayers.Light, true);
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}
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else
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{
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sprite.LayerSetVisible(CrematoriumVisualLayers.Light, false);
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}
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}
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}
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public enum CrematoriumVisualLayers
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{
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Base,
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Light,
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}
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}
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