66 lines
2.2 KiB
C#
66 lines
2.2 KiB
C#
using Robust.Client.GameObjects;
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using Content.Shared.Lathe;
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using Content.Shared.Power;
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using Content.Client.Power;
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using Content.Shared.Research.Prototypes;
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namespace Content.Client.Lathe;
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public sealed class LatheSystem : SharedLatheSystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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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<LatheComponent, AppearanceChangeEvent>(OnAppearanceChange);
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}
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private void OnAppearanceChange(EntityUid uid, LatheComponent component, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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// Lathe specific stuff
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if (_appearance.TryGetData<bool>(uid, LatheVisuals.IsRunning, out var isRunning, args.Component))
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{
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if (_sprite.LayerMapTryGet((uid, args.Sprite), LatheVisualLayers.IsRunning, out var runningLayer, false) &&
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component.RunningState != null &&
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component.IdleState != null)
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{
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var state = isRunning ? component.RunningState : component.IdleState;
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_sprite.LayerSetRsiState((uid, args.Sprite), runningLayer, state);
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}
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}
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if (_appearance.TryGetData<bool>(uid, PowerDeviceVisuals.Powered, out var powered, args.Component) &&
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_sprite.LayerMapTryGet((uid, args.Sprite), PowerDeviceVisualLayers.Powered, out var powerLayer, false))
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{
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_sprite.LayerSetVisible((uid, args.Sprite), powerLayer, powered);
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if (component.UnlitIdleState != null &&
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component.UnlitRunningState != null)
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{
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var state = isRunning ? component.UnlitRunningState : component.UnlitIdleState;
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_sprite.LayerSetRsiState((uid, args.Sprite), powerLayer, state);
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}
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}
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}
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///<remarks>
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/// Whether or not a recipe is available is not really visible to the client,
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/// so it just defaults to true.
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///</remarks>
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protected override bool HasRecipe(EntityUid uid, LatheRecipePrototype recipe, LatheComponent component)
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{
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return true;
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}
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}
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public enum LatheVisualLayers : byte
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{
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IsRunning
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}
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