Files
tbd-station-14/Content.Client/Storage/Systems/ItemMapperSystem.cs

68 lines
2.4 KiB
C#

using System.Linq;
using Content.Shared.Storage.Components;
using Content.Shared.Storage.EntitySystems;
using Robust.Client.GameObjects;
using Robust.Shared.Utility;
namespace Content.Client.Storage.Systems;
public sealed class ItemMapperSystem : SharedItemMapperSystem
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ItemMapperComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<ItemMapperComponent, AppearanceChangeEvent>(OnAppearance);
}
private void OnStartup(EntityUid uid, ItemMapperComponent component, ComponentStartup args)
{
if (TryComp<SpriteComponent>(uid, out var sprite))
{
component.RSIPath ??= sprite.BaseRSI!.Path!;
}
}
private void OnAppearance(EntityUid uid, ItemMapperComponent component, ref AppearanceChangeEvent args)
{
if (TryComp<SpriteComponent>(component.Owner, out var spriteComponent))
{
if (component.SpriteLayers.Count == 0)
{
InitLayers(component, spriteComponent, args.Component);
}
EnableLayers(component, spriteComponent, args.Component);
}
}
private void InitLayers(ItemMapperComponent component, SpriteComponent spriteComponent, AppearanceComponent appearance)
{
if (!_appearance.TryGetData<ShowLayerData>(appearance.Owner, StorageMapVisuals.InitLayers, out var wrapper, appearance))
return;
component.SpriteLayers.AddRange(wrapper.QueuedEntities);
foreach (var sprite in component.SpriteLayers)
{
spriteComponent.LayerMapReserveBlank(sprite);
spriteComponent.LayerSetSprite(sprite, new SpriteSpecifier.Rsi(component.RSIPath!, sprite));
spriteComponent.LayerSetVisible(sprite, false);
}
}
private void EnableLayers(ItemMapperComponent component, SpriteComponent spriteComponent, AppearanceComponent appearance)
{
if (!_appearance.TryGetData<ShowLayerData>(appearance.Owner, StorageMapVisuals.LayerChanged, out var wrapper, appearance))
return;
foreach (var layerName in component.SpriteLayers)
{
var show = wrapper.QueuedEntities.Contains(layerName);
spriteComponent.LayerSetVisible(layerName, show);
}
}
}