* 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
35 lines
1.1 KiB
C#
35 lines
1.1 KiB
C#
using Content.Shared.Wires;
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using Robust.Client.GameObjects;
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namespace Content.Client.Wires.Visualizers
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{
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public sealed class WiresVisualizerSystem : VisualizerSystem<WiresVisualsComponent>
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{
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[Dependency] private readonly SpriteSystem _sprite = default!;
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protected override void OnAppearanceChange(EntityUid uid, WiresVisualsComponent component, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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var layer = _sprite.LayerMapReserve((uid, args.Sprite), WiresVisualLayers.MaintenancePanel);
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if (args.AppearanceData.TryGetValue(WiresVisuals.MaintenancePanelState, out var panelStateObject) &&
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panelStateObject is bool panelState)
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{
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_sprite.LayerSetVisible((uid, args.Sprite), layer, panelState);
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}
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else
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{
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//Mainly for spawn window
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_sprite.LayerSetVisible((uid, args.Sprite), layer, false);
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}
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}
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}
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public enum WiresVisualLayers : byte
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{
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MaintenancePanel
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}
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}
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