* LockVisualizer * Fix state * Clean some code * Make it component, fix tests fail * Fix for StateUnlocked Now it is possible to manually set the unlocked state and it will work! * Optimize LockVisualizer, add check for unlocked state * No todo I guess
39 lines
1.3 KiB
C#
39 lines
1.3 KiB
C#
using Content.Shared.Storage;
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using Content.Shared.Lock;
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using Robust.Client.GameObjects;
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namespace Content.Client.Lock.Visualizers;
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public sealed class LockVisualizerSystem : VisualizerSystem<LockVisualsComponent>
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{
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protected override void OnAppearanceChange(EntityUid uid, LockVisualsComponent comp, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null
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|| !AppearanceSystem.TryGetData<bool>(uid, LockVisuals.Locked, out _, args.Component))
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return;
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// Lock state for the entity.
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if (!AppearanceSystem.TryGetData<bool>(uid, LockVisuals.Locked, out var locked, args.Component))
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locked = true;
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var unlockedStateExist = args.Sprite.BaseRSI?.TryGetState(comp.StateUnlocked, out _);
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if (AppearanceSystem.TryGetData<bool>(uid, StorageVisuals.Open, out var open, args.Component))
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{
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args.Sprite.LayerSetVisible(LockVisualLayers.Lock, !open);
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}
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else if (!(bool) unlockedStateExist!)
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args.Sprite.LayerSetVisible(LockVisualLayers.Lock, locked);
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if (!open && (bool) unlockedStateExist!)
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{
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args.Sprite.LayerSetState(LockVisualLayers.Lock, locked ? comp.StateLocked : comp.StateUnlocked);
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}
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}
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}
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public enum LockVisualLayers : byte
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{
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Lock
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}
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