47 lines
1.5 KiB
C#
47 lines
1.5 KiB
C#
using Content.Shared.Mech;
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using Content.Shared.Mech.Components;
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using Content.Shared.Mech.EntitySystems;
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using Robust.Client.GameObjects;
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using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
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namespace Content.Client.Mech;
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/// <inheritdoc/>
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public sealed class MechSystem : SharedMechSystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MechComponent, AppearanceChangeEvent>(OnAppearanceChanged);
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}
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private void OnAppearanceChanged(EntityUid uid, MechComponent 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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if (!args.Sprite.TryGetLayer((int) MechVisualLayers.Base, out var layer))
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return;
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var state = component.BaseState;
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var drawDepth = DrawDepth.Mobs;
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if (component.BrokenState != null && _appearance.TryGetData<bool>(uid, MechVisuals.Broken, out var broken, args.Component) && broken)
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{
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state = component.BrokenState;
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drawDepth = DrawDepth.SmallMobs;
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}
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else if (component.OpenState != null && _appearance.TryGetData<bool>(uid, MechVisuals.Open, out var open, args.Component) && open)
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{
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state = component.OpenState;
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drawDepth = DrawDepth.SmallMobs;
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}
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layer.SetState(state);
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args.Sprite.DrawDepth = (int) drawDepth;
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}
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}
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