* Cleanup warnings in PuddleSystem * Cleanup warnings in HandsSystem * Cleanup warnings in EnsnareableSystem * Cleanup warnings in ElectrocutionHUDVisualizerSystem Also simplify some if statements * Cleanup warnings in PlantHolderVisualizerSystem * Cleanup warnings in AlertLevelDisplaySystem * Cleanup warnings in TetherGunSystem * Fix error in PlantHolderVisualizerSystem * I hate var _
49 lines
1.5 KiB
C#
49 lines
1.5 KiB
C#
using System.Linq;
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using Content.Shared.AlertLevel;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.Utility;
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namespace Content.Client.AlertLevel;
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public sealed class AlertLevelDisplaySystem : EntitySystem
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{
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[Dependency] private readonly SpriteSystem _sprite = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<AlertLevelDisplayComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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private void OnAppearanceChange(EntityUid uid, AlertLevelDisplayComponent alertLevelDisplay, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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{
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return;
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}
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var layer = _sprite.LayerMapReserve((uid, args.Sprite), AlertLevelDisplay.Layer);
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if (args.AppearanceData.TryGetValue(AlertLevelDisplay.Powered, out var poweredObject))
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{
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_sprite.LayerSetVisible((uid, args.Sprite), layer, poweredObject is true);
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}
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if (!args.AppearanceData.TryGetValue(AlertLevelDisplay.CurrentLevel, out var level))
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{
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_sprite.LayerSetRsiState((uid, args.Sprite), layer, alertLevelDisplay.AlertVisuals.Values.First());
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return;
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}
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if (alertLevelDisplay.AlertVisuals.TryGetValue((string)level, out var visual))
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{
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_sprite.LayerSetRsiState((uid, args.Sprite), layer, visual);
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}
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else
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{
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_sprite.LayerSetRsiState((uid, args.Sprite), layer, alertLevelDisplay.AlertVisuals.Values.First());
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}
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}
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}
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