Files
tbd-station-14/Content.Client/Lock/Visualizers/LockVisualizerSystem.cs
Tayrtahn bd22361a6a Cleanup more SpriteComponent warnings (part 2) (#37527)
* 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
2025-05-17 13:29:03 +10:00

41 lines
1.4 KiB
C#

using Content.Shared.Storage;
using Content.Shared.Lock;
using Robust.Client.GameObjects;
namespace Content.Client.Lock.Visualizers;
public sealed class LockVisualizerSystem : VisualizerSystem<LockVisualsComponent>
{
[Dependency] private readonly SpriteSystem _sprite = default!;
protected override void OnAppearanceChange(EntityUid uid, LockVisualsComponent comp, ref AppearanceChangeEvent args)
{
if (args.Sprite == null
|| !AppearanceSystem.TryGetData<bool>(uid, LockVisuals.Locked, out _, args.Component))
return;
// Lock state for the entity.
if (!AppearanceSystem.TryGetData<bool>(uid, LockVisuals.Locked, out var locked, args.Component))
locked = true;
var unlockedStateExist = args.Sprite.BaseRSI?.TryGetState(comp.StateUnlocked, out _);
if (AppearanceSystem.TryGetData<bool>(uid, StorageVisuals.Open, out var open, args.Component))
{
_sprite.LayerSetVisible((uid, args.Sprite), LockVisualLayers.Lock, !open);
}
else if (!(bool)unlockedStateExist!)
_sprite.LayerSetVisible((uid, args.Sprite), LockVisualLayers.Lock, locked);
if (!open && (bool)unlockedStateExist!)
{
_sprite.LayerSetRsiState((uid, args.Sprite), LockVisualLayers.Lock, locked ? comp.StateLocked : comp.StateUnlocked);
}
}
}
public enum LockVisualLayers : byte
{
Lock
}