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