Files
tbd-station-14/Content.Client/PowerCell/PowerChargerVisualizerSystem.cs
Tayrtahn bd6645b021 Cleanup redundant SpriteSystem dependencies in VisualizerSystems (#37758)
Cleanup redundant SpriteSystem dependencies in VisualizerSystems
2025-05-23 14:12:20 -04:00

41 lines
1.5 KiB
C#

using Content.Shared.Power;
using Robust.Client.GameObjects;
namespace Content.Client.PowerCell;
public sealed class PowerChargerVisualizerSystem : VisualizerSystem<PowerChargerVisualsComponent>
{
protected override void OnAppearanceChange(EntityUid uid, PowerChargerVisualsComponent comp, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
// Update base item
if (AppearanceSystem.TryGetData<bool>(uid, CellVisual.Occupied, out var occupied, args.Component) && occupied)
{
// TODO: don't throw if it doesn't have a full state
SpriteSystem.LayerSetRsiState((uid, args.Sprite), PowerChargerVisualLayers.Base, comp.OccupiedState);
}
else
{
SpriteSystem.LayerSetRsiState((uid, args.Sprite), PowerChargerVisualLayers.Base, comp.EmptyState);
}
// Update lighting
if (AppearanceSystem.TryGetData<CellChargerStatus>(uid, CellVisual.Light, out var status, args.Component)
&& comp.LightStates.TryGetValue(status, out var lightState))
{
SpriteSystem.LayerSetRsiState((uid, args.Sprite), PowerChargerVisualLayers.Light, lightState);
SpriteSystem.LayerSetVisible((uid, args.Sprite), PowerChargerVisualLayers.Light, true);
}
else
SpriteSystem.LayerSetVisible((uid, args.Sprite), PowerChargerVisualLayers.Light, false);
}
}
public enum PowerChargerVisualLayers : byte
{
Base,
Light,
}