* Cleanup `ScrubberControl.xaml.cs` * Minor cleanups * Another pile of minor cleanups * Apply requested changes * Rename "which" into "bound". Add whitespace after "if"
48 lines
1.7 KiB
C#
48 lines
1.7 KiB
C#
using Content.Shared.Atmos.Monitor;
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using Content.Shared.Power;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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namespace Content.Client.Atmos.Monitor;
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public sealed class AtmosAlarmableVisualsSystem : VisualizerSystem<AtmosAlarmableVisualsComponent>
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{
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protected override void OnAppearanceChange(EntityUid uid, AtmosAlarmableVisualsComponent component, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null || !args.Sprite.LayerMapTryGet(component.LayerMap, out var layer))
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return;
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if (!args.AppearanceData.TryGetValue(PowerDeviceVisuals.Powered, out var poweredObject) ||
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poweredObject is not bool powered)
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{
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return;
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}
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if (component.HideOnDepowered != null)
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{
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foreach (var visLayer in component.HideOnDepowered)
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{
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if (args.Sprite.LayerMapTryGet(visLayer, out var powerVisibilityLayer))
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args.Sprite.LayerSetVisible(powerVisibilityLayer, powered);
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}
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}
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if (component.SetOnDepowered != null && !powered)
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{
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foreach (var (setLayer, powerState) in component.SetOnDepowered)
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{
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if (args.Sprite.LayerMapTryGet(setLayer, out var setStateLayer))
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args.Sprite.LayerSetState(setStateLayer, new RSI.StateId(powerState));
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}
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}
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if (args.AppearanceData.TryGetValue(AtmosMonitorVisuals.AlarmType, out var alarmTypeObject)
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&& alarmTypeObject is AtmosAlarmType alarmType
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&& powered
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&& component.AlarmStates.TryGetValue(alarmType, out var state))
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{
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args.Sprite.LayerSetState(layer, new RSI.StateId(state));
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}
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}
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}
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