* Cleanup warnings in MagazineVisualsSpriteTest * Cleanup warnings in WiresVisualizerSystem * Cleanup warnings in GunSystem.SpentAmmo * Cleanup warnings in GunSystem * Cleanup warnings in GunSystem.ChamberMagazine * Cleanup warnings in MeleeWeaponSystem.Effects * Cleanup warnings in ToggleableLightVisualsSystem * Cleanup warnings in StatusIconOverlay * Cleanup warnings in SpriteFadeSystem * Cleanup warnings in PdaVisualizerSystem * Cleanup warnings in EnvelopeSystem * Cleanup warnings in MechSystem * Cleanup warnings in MappingOverlay * Cleanup warnings in LockVisualizerSystem * Cleanup warnings in DragDropSystem * Cleanup warnings in GhostSystem * Cleanup warnings in TriggerSystem.Proximity * Cleanup warnings in DragonSystem * Cleanup warnings in PortableScrubberVisualsSystem * File-scoped namespace for PortableScrubberVisualsSystem
42 lines
1.5 KiB
C#
42 lines
1.5 KiB
C#
using Robust.Client.GameObjects;
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using Content.Shared.Atmos.Visuals;
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using Content.Client.Power;
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namespace Content.Client.Atmos.Visualizers;
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/// <summary>
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/// Controls client-side visuals for portable scrubbers.
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/// </summary>
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public sealed class PortableScrubberSystem : VisualizerSystem<PortableScrubberVisualsComponent>
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{
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[Dependency] private readonly SpriteSystem _sprite = default!;
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protected override void OnAppearanceChange(EntityUid uid, PortableScrubberVisualsComponent 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 (AppearanceSystem.TryGetData<bool>(uid, PortableScrubberVisuals.IsFull, out var isFull, args.Component)
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&& AppearanceSystem.TryGetData<bool>(uid, PortableScrubberVisuals.IsRunning, out var isRunning, args.Component))
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{
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var runningState = isRunning ? component.RunningState : component.IdleState;
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_sprite.LayerSetRsiState((uid, args.Sprite), PortableScrubberVisualLayers.IsRunning, runningState);
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var fullState = isFull ? component.FullState : component.ReadyState;
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_sprite.LayerSetRsiState((uid, args.Sprite), PowerDeviceVisualLayers.Powered, fullState);
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}
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if (AppearanceSystem.TryGetData<bool>(uid, PortableScrubberVisuals.IsDraining, out var isDraining, args.Component))
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{
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_sprite.LayerSetVisible((uid, args.Sprite), PortableScrubberVisualLayers.IsDraining, isDraining);
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}
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}
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}
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public enum PortableScrubberVisualLayers : byte
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{
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IsRunning,
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IsDraining
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}
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