Files
tbd-station-14/Content.Client/Atmos/Visualizers/GasPortableVisualizer.cs
Vera Aguilera Puerto a2b737d945 Atmos pipe rework (#3833)
* Initial

* Cleanup a bunch of things

* some changes dunno

* RequireAnchored

* a

* stuff

* more work

* Lots of progress

* delete pipe visualizer

* a

* b

* pipenet and pipenode cleanup

* Fixes

* Adds GasValve

* Adds GasMiner

* Fix stuff, maybe?

* More fixes

* Ignored components on the client

* Adds thermomachine behavior, change a bunch of stuff

* Remove Anchored

* some work, but it's shitcode

* significantly more ECS

* ECS AtmosDevices

* Cleanup

* fix appearance

* when the pipe direction is sus

* Gas tanks and canisters

* pipe anchoring and stuff

* coding is my passion

* Unsafe pipes take longer to unanchor

* turns out we're no longer using eris canisters

* Gas canister inserted tank appearance, improvements

* Work on a bunch of appearances

* Scrubber appearance

* Reorganize AtmosphereSystem.Piping into a bunch of different systems

* Appearance for vent/scrubber/pump turns off when leaving atmosphere

* ThermoMachine appearance

* Cleanup gas tanks

* Remove passive gate unused imports

* remove old canister UI functionality

* PipeNode environment air, make everything use AssumeAir instead of merging manually

* a

* Reorganize atmos to follow new structure

* ?????

* Canister UI, restructure client

* Restructure shared

* Fix build tho

* listen, at least the canister UI works entirely...

* fix build : )

* Atmos device prototypes have names and descriptions

* gas canister ui slider doesn't jitter

* trinary prototypes

* sprite for miners

* ignore components

* fix YAML

* Fix port system doing useless thing

* Fix build

* fix thinking moment

* fix build again because

* canister direction

* pipenode is a word

* GasTank Air will throw on invalid states

* fix build....

* Unhardcode volume pump thresholds

* Volume pump and filter take time into account

* Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event

* Gas tank node volume is set by initial mixtuer

* I love node container
2021-06-19 13:25:05 +02:00

55 lines
1.5 KiB
C#

using Content.Shared.Atmos.Piping.Unary.Components;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Client.Atmos.Visualizers
{
[UsedImplicitly]
public class GasPortableVisualizer : AppearanceVisualizer
{
[DataField("stateConnected")]
private string? _stateConnected;
public override void InitializeEntity(IEntity entity)
{
base.InitializeEntity(entity);
var sprite = entity.GetComponent<ISpriteComponent>();
if (_stateConnected != null)
{
sprite.LayerMapSet(Layers.ConnectedToPort, sprite.AddLayerState(_stateConnected));
sprite.LayerSetVisible(Layers.ConnectedToPort, false);
}
}
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
if (component.Deleted)
{
return;
}
if (!component.Owner.TryGetComponent(out ISpriteComponent? sprite))
{
return;
}
// Update the visuals : Is the canister connected to a port or not
if (component.TryGetData(GasPortableVisuals.ConnectedState, out bool isConnected))
{
sprite.LayerSetVisible(Layers.ConnectedToPort, isConnected);
}
}
private enum Layers
{
ConnectedToPort,
}
}
}