Files
tbd-station-14/Content.Client/GameObjects/Components/Singularity/SingularityVisualizer.cs
ShadowCommander 7a842f7c22 Fix tests (#3707)
* First pass

* Fix access and rename banananium to bananium

* Fix captialization of CookTimeInfoLabel

* Fix InteractUsing calls

* Remove unused [Dependency]

* Replace obsolete references to Anchored with BodyType

* Assign default value to shoving someone in disposals

* Fix naming

* Replace Initialize TryGetComponents with EnsureComponent

* Rework AnchorableComponent

* Fix singularity component

* Replace obsolete usages of Angle.South

* Fix efcore warning

* Fix container tests

* Fix DebugPressurePump invalid PressurePump yaml

* Fix getting pathfinding region of grid 0

* Fix atmos plaque missing layer and add info message when it happens

* Fix AiSteeringSystem steering in an invalid grid in entity test

* Make content able to choose which log level leads to test failures

* Revert container test fix for Acruid

* Fix sprite, pipe and saving errors
Make EntityTest print all errors instead of stopping on the first

* Reorder singularity visualizer

* Disable pvs for container occlusion adn simple predict reconcile, they use entities other than map ones

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-03-31 21:41:23 +02:00

41 lines
1.2 KiB
C#

using Content.Shared.GameObjects.Components.Singularity;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Client.GameObjects.Components.Singularity
{
[UsedImplicitly]
public class SingularityVisualizer : AppearanceVisualizer
{
[field: DataField("layer")]
private int Layer { get; } = 0;
public override void InitializeEntity(IEntity entity)
{
base.InitializeEntity(entity);
entity.GetComponentOrNull<SpriteComponent>()?.LayerMapReserveBlank(Layer);
}
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
if (!component.Owner.TryGetComponent(out SpriteComponent? sprite))
{
return;
}
if (!component.TryGetData(SingularityVisuals.Level, out int level))
{
return;
}
sprite.LayerSetRSI(Layer, "Constructible/Power/Singularity/singularity_" + level + ".rsi");
sprite.LayerSetState(Layer, "singularity_" + level);
}
}
}