* Readonly, typos and redundant string interpolations * Namespaces * Optimize imports * Address reviews * but actually * Localize missing strings * Remove redundant vars
55 lines
2.0 KiB
C#
55 lines
2.0 KiB
C#
using Robust.Client.GameObjects;
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using Robust.Client.Interfaces.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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using static Content.Shared.GameObjects.Components.Power.AME.SharedAMEControllerComponent;
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namespace Content.Client.GameObjects.Components.Power.AME
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{
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public class AMEControllerVisualizer : AppearanceVisualizer
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{
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public override void InitializeEntity(IEntity entity)
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{
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base.InitializeEntity(entity);
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var sprite = entity.GetComponent<ISpriteComponent>();
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sprite.LayerMapSet(Layers.Display, sprite.AddLayerState("control_on"));
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sprite.LayerSetVisible(Layers.Display, false);
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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if (component.TryGetData<string>(AMEControllerVisuals.DisplayState, out var state))
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{
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switch (state)
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{
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case "on":
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sprite.LayerSetState(Layers.Display, "control_on");
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sprite.LayerSetVisible(Layers.Display, true);
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break;
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case "critical":
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sprite.LayerSetState(Layers.Display, "control_critical");
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sprite.LayerSetVisible(Layers.Display, true);
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break;
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case "fuck":
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sprite.LayerSetState(Layers.Display, "control_fuck");
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sprite.LayerSetVisible(Layers.Display, true);
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break;
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case "off":
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sprite.LayerSetVisible(Layers.Display, false);
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break;
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default:
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sprite.LayerSetVisible(Layers.Display, false);
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break;
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}
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}
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}
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enum Layers
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{
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Display,
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}
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}
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}
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