* initial textures * Makes it have layers because Milon wanted it * Makes it have layers because Milon wanted it * in do NOT understand github * tested, works * Update Content.Client/Power/Visualizers/CableVisualizerComponent.cs Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com> * Update Content.Client/Power/Visualizers/CableVisualizerComponent.cs Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com> * remove extra newline * EmoGarbage Review - Adjust MV cables to use orange stripes --------- Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com> Co-authored-by: Milon <milonpl.git@proton.me> Co-authored-by: EmoGarbage404 <retron404@gmail.com>
38 lines
1.3 KiB
C#
38 lines
1.3 KiB
C#
using Content.Client.SubFloor;
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using Content.Shared.Wires;
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using Robust.Client.GameObjects;
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namespace Content.Client.Power.Visualizers;
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public sealed class CableVisualizerSystem : EntitySystem
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{
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[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<CableVisualizerComponent, AppearanceChangeEvent>(OnAppearanceChange, after: new[] { typeof(SubFloorHideSystem) });
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}
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private void OnAppearanceChange(EntityUid uid, CableVisualizerComponent component, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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if (!args.Sprite.Visible)
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{
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// This entity is probably below a floor and is not even visible to the user -> don't bother updating sprite data.
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// Note that if the subfloor visuals change, then another AppearanceChangeEvent will get triggered.
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return;
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}
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if (!_appearanceSystem.TryGetData<WireVisDirFlags>(uid, WireVisVisuals.ConnectedMask, out var mask, args.Component))
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mask = WireVisDirFlags.None;
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args.Sprite.LayerSetState(0, $"{component.StatePrefix}{(int) mask}");
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if (component.ExtraLayerPrefix != null)
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args.Sprite.LayerSetState(1, $"{component.ExtraLayerPrefix}{(int) mask}");
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}
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}
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