Files
tbd-station-14/Content.Client/GameObjects/Components/PDA/PDAVisualizer.cs
Acruid ca4fd649fe Massive Namespace Cleanup (#3120)
* Engine namespace changes.

* Automated remove redundant using statements.

* Simplified Graphics namespace.

* Apparently the container system stores full type names in the map file.😞 This updates those names.

* API Changes to LocalizationManager.LoadCulture.

* Update submodule to v0.3.2
2021-02-11 01:13:03 -08:00

69 lines
2.2 KiB
C#

using Content.Shared.GameObjects.Components.PDA;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Utility;
using YamlDotNet.RepresentationModel;
namespace Content.Client.GameObjects.Components.PDA
{
[UsedImplicitly]
// ReSharper disable once InconsistentNaming
public class PDAVisualizer : AppearanceVisualizer
{
/// <summary>
/// The base PDA sprite state, eg. "pda", "pda-clown"
/// </summary>
private string _state;
private enum PDAVisualLayers : byte
{
Base,
Flashlight,
IDLight
}
public override void LoadData(YamlMappingNode node)
{
base.LoadData(node);
if (node.TryGetNode("state", out var child))
{
_state = child.AsString();
}
}
public override void InitializeEntity(IEntity entity)
{
base.InitializeEntity(entity);
var sprite = entity.GetComponent<ISpriteComponent>();
sprite.LayerMapSet(PDAVisualLayers.Base, sprite.AddLayerState(_state));
sprite.LayerMapSet(PDAVisualLayers.Flashlight, sprite.AddLayerState("light_overlay"));
sprite.LayerSetShader(PDAVisualLayers.Flashlight, "unshaded");
sprite.LayerMapSet(PDAVisualLayers.IDLight, sprite.AddLayerState("id_overlay"));
sprite.LayerSetShader(PDAVisualLayers.IDLight, "unshaded");
}
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
var sprite = component.Owner.GetComponent<ISpriteComponent>();
sprite.LayerSetVisible(PDAVisualLayers.Flashlight, false);
if (component.TryGetData(PDAVisuals.FlashlightLit, out bool isScreenLit))
{
sprite.LayerSetVisible(PDAVisualLayers.Flashlight, isScreenLit);
}
if (component.TryGetData(PDAVisuals.IDCardInserted, out bool isCardInserted))
{
sprite.LayerSetVisible(PDAVisualLayers.IDLight, isCardInserted);
}
}
}
}