* Split EmergencyLightVisualizer into Component/System pair * Server ignore EmergencyLightVisualizer * Update YAML * Reviews * small --------- Co-authored-by: AJCM <AJCM@tutanota.com>
27 lines
1.0 KiB
C#
27 lines
1.0 KiB
C#
using Content.Client.Light.Components;
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using Content.Shared.Light.Component;
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using Robust.Client.GameObjects;
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namespace Content.Client.Light.EntitySystems;
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public sealed class EmergencyLightSystem : VisualizerSystem<EmergencyLightComponent>
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{
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protected override void OnAppearanceChange(EntityUid uid, EmergencyLightComponent comp, 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 (!AppearanceSystem.TryGetData<bool>(uid, EmergencyLightVisuals.On, out var on, args.Component))
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on = false;
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args.Sprite.LayerSetVisible(EmergencyLightVisualLayers.LightOff, !on);
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args.Sprite.LayerSetVisible(EmergencyLightVisualLayers.LightOn, on);
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if (AppearanceSystem.TryGetData<Color>(uid, EmergencyLightVisuals.Color, out var color, args.Component))
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{
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args.Sprite.LayerSetColor(EmergencyLightVisualLayers.LightOn, color);
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args.Sprite.LayerSetColor(EmergencyLightVisualLayers.LightOff, color);
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}
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}
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}
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