* Cleanup warnings in MagazineVisualsSpriteTest * Cleanup warnings in WiresVisualizerSystem * Cleanup warnings in GunSystem.SpentAmmo * Cleanup warnings in GunSystem * Cleanup warnings in GunSystem.ChamberMagazine * Cleanup warnings in MeleeWeaponSystem.Effects * Cleanup warnings in ToggleableLightVisualsSystem * Cleanup warnings in StatusIconOverlay * Cleanup warnings in SpriteFadeSystem * Cleanup warnings in PdaVisualizerSystem * Cleanup warnings in EnvelopeSystem * Cleanup warnings in MechSystem * Cleanup warnings in MappingOverlay * Cleanup warnings in LockVisualizerSystem * Cleanup warnings in DragDropSystem * Cleanup warnings in GhostSystem * Cleanup warnings in TriggerSystem.Proximity * Cleanup warnings in DragonSystem * Cleanup warnings in PortableScrubberVisualsSystem * File-scoped namespace for PortableScrubberVisualsSystem
38 lines
1.2 KiB
C#
38 lines
1.2 KiB
C#
using Content.Shared.Paper;
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using Robust.Client.GameObjects;
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namespace Content.Client.Paper;
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public sealed class EnvelopeSystem : VisualizerSystem<EnvelopeComponent>
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{
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[Dependency] private readonly SpriteSystem _sprite = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EnvelopeComponent, AfterAutoHandleStateEvent>(OnAfterAutoHandleState);
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}
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private void OnAfterAutoHandleState(Entity<EnvelopeComponent> ent, ref AfterAutoHandleStateEvent args)
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{
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UpdateAppearance(ent);
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}
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private void UpdateAppearance(Entity<EnvelopeComponent> ent, SpriteComponent? sprite = null)
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{
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if (!Resolve(ent.Owner, ref sprite))
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return;
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_sprite.LayerSetVisible((ent.Owner, sprite), EnvelopeVisualLayers.Open, ent.Comp.State == EnvelopeComponent.EnvelopeState.Open);
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_sprite.LayerSetVisible((ent.Owner, sprite), EnvelopeVisualLayers.Sealed, ent.Comp.State == EnvelopeComponent.EnvelopeState.Sealed);
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_sprite.LayerSetVisible((ent.Owner, sprite), EnvelopeVisualLayers.Torn, ent.Comp.State == EnvelopeComponent.EnvelopeState.Torn);
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}
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public enum EnvelopeVisualLayers : byte
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{
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Open,
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Sealed,
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Torn
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}
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}
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