Files
tbd-station-14/Content.Client/ParticleAccelerator/ParticleAcceleratorPartVisualizer.cs
2021-06-09 22:19:39 +02:00

70 lines
2.6 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Content.Shared.Singularity.Components;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Client.ParticleAccelerator
{
[UsedImplicitly]
[DataDefinition]
public class ParticleAcceleratorPartVisualizer : AppearanceVisualizer, ISerializationHooks
{
[DataField("baseState", required: true)]
private string? _baseState;
private Dictionary<ParticleAcceleratorVisualState, string> _states = new();
void ISerializationHooks.AfterDeserialization()
{
if (_baseState == null)
{
return;
}
_states.Add(ParticleAcceleratorVisualState.Powered, _baseState + "p");
_states.Add(ParticleAcceleratorVisualState.Level0, _baseState + "p0");
_states.Add(ParticleAcceleratorVisualState.Level1, _baseState + "p1");
_states.Add(ParticleAcceleratorVisualState.Level2, _baseState + "p2");
_states.Add(ParticleAcceleratorVisualState.Level3, _baseState + "p3");
}
public override void InitializeEntity(IEntity entity)
{
base.InitializeEntity(entity);
if (!entity.TryGetComponent<ISpriteComponent>(out var sprite))
{
throw new EntityCreationException("No sprite component found in entity that has ParticleAcceleratorPartVisualizer");
}
if (!sprite.AllLayers.Any())
{
throw new EntityCreationException("No Layer set for entity that has ParticleAcceleratorPartVisualizer");
}
}
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
if (!component.Owner.TryGetComponent<ISpriteComponent>(out var sprite)) return;
if (!component.TryGetData(ParticleAcceleratorVisuals.VisualState, out ParticleAcceleratorVisualState state))
{
state = ParticleAcceleratorVisualState.Unpowered;
}
if (state != ParticleAcceleratorVisualState.Unpowered)
{
sprite.LayerSetVisible(ParticleAcceleratorVisualLayers.Unlit, true);
sprite.LayerSetState(ParticleAcceleratorVisualLayers.Unlit, _states[state]);
}
else
{
sprite.LayerSetVisible(ParticleAcceleratorVisualLayers.Unlit, false);
}
}
}
}