Files
tbd-station-14/Content.Client/BarSign/BarSignSystem.cs

54 lines
1.7 KiB
C#

using Content.Shared.BarSign;
using Content.Shared.Power;
using Robust.Client.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Client.BarSign;
public sealed class BarSignSystem : VisualizerSystem<BarSignComponent>
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BarSignComponent, ComponentHandleState>(OnHandleState);
}
private void OnHandleState(EntityUid uid, BarSignComponent component, ref ComponentHandleState args)
{
if (args.Current is not BarSignComponentState state)
return;
component.CurrentSign = state.CurrentSign;
UpdateAppearance(component);
}
protected override void OnAppearanceChange(EntityUid uid, BarSignComponent component, ref AppearanceChangeEvent args)
{
UpdateAppearance(component, args.Component, args.Sprite);
}
private void UpdateAppearance(BarSignComponent sign, AppearanceComponent? appearance = null, SpriteComponent? sprite = null)
{
if (!Resolve(sign.Owner, ref appearance, ref sprite))
return;
AppearanceSystem.TryGetData<bool>(sign.Owner, PowerDeviceVisuals.Powered, out var powered, appearance);
if (powered
&& sign.CurrentSign != null
&& _prototypeManager.TryIndex(sign.CurrentSign, out BarSignPrototype? proto))
{
sprite.LayerSetState(0, proto.Icon);
sprite.LayerSetShader(0, "unshaded");
}
else
{
sprite.LayerSetState(0, "empty");
sprite.LayerSetShader(0, null, null);
}
}
}