58 lines
2.4 KiB
C#
58 lines
2.4 KiB
C#
using Content.Shared.Chat.TypingIndicator;
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using Robust.Client.GameObjects;
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using Robust.Shared.Prototypes;
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using Content.Shared.Inventory;
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namespace Content.Client.Chat.TypingIndicator;
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public sealed class TypingIndicatorVisualizerSystem : VisualizerSystem<TypingIndicatorComponent>
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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protected override void OnAppearanceChange(EntityUid uid, TypingIndicatorComponent 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 currentTypingIndicator = component.TypingIndicatorPrototype;
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var evt = new BeforeShowTypingIndicatorEvent();
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if (TryComp<InventoryComponent>(uid, out var inventoryComp))
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_inventory.RelayEvent((uid, inventoryComp), ref evt);
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var overrideIndicator = evt.GetMostRecentIndicator();
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if (overrideIndicator != null)
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currentTypingIndicator = overrideIndicator.Value;
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if (!_prototypeManager.TryIndex(currentTypingIndicator, out var proto))
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{
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Log.Error($"Unknown typing indicator id: {component.TypingIndicatorPrototype}");
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return;
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}
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var layerExists = SpriteSystem.LayerMapTryGet((uid, args.Sprite), TypingIndicatorLayers.Base, out var layer, false);
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if (!layerExists)
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layer = SpriteSystem.LayerMapReserve((uid, args.Sprite), TypingIndicatorLayers.Base);
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SpriteSystem.LayerSetRsi((uid, args.Sprite), layer, proto.SpritePath);
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), layer, proto.TypingState);
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args.Sprite.LayerSetShader(layer, proto.Shader);
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SpriteSystem.LayerSetOffset((uid, args.Sprite), layer, proto.Offset);
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AppearanceSystem.TryGetData<TypingIndicatorState>(uid, TypingIndicatorVisuals.State, out var state);
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SpriteSystem.LayerSetVisible((uid, args.Sprite), layer, state != TypingIndicatorState.None);
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switch (state)
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{
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case TypingIndicatorState.Idle:
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), layer, proto.IdleState);
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break;
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case TypingIndicatorState.Typing:
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), layer, proto.TypingState);
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break;
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}
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}
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}
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