* 1 warning in MechAssemblyVisualizerSystem * 2 warnings in RecyclerVisualizerSystem * 1 warning in ClusterGrenadeVisualizerSystem * 2 warnings in BarSignSystem * 4 warnings in AlertControl * 1 warning in ToolSystem * 2 warnings in PinpointerSystem * 2 warnings in ClientSpriteMovementSystem * 2 warnings in OptionsVisualizerSystem * 1 warning in FlatpackSystem * 1 warning in ZombieSystem * 1 warning in StackSystem * 1 warning in MiningOverlay * 1 warning in FlippableClothingVisualizerSystem * Guard clause for MechAssemblyVisualizerSystem * Get SpriteSystem in AlertControl constructor
54 lines
1.8 KiB
C#
54 lines
1.8 KiB
C#
using Content.Client.BarSign.Ui;
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using Content.Shared.BarSign;
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using Content.Shared.Power;
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using Robust.Client.GameObjects;
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using Robust.Shared.Prototypes;
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namespace Content.Client.BarSign;
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public sealed class BarSignSystem : VisualizerSystem<BarSignComponent>
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly UserInterfaceSystem _ui = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BarSignComponent, AfterAutoHandleStateEvent>(OnAfterAutoHandleState);
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}
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private void OnAfterAutoHandleState(EntityUid uid, BarSignComponent component, ref AfterAutoHandleStateEvent args)
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{
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if (_ui.TryGetOpenUi<BarSignBoundUserInterface>(uid, BarSignUiKey.Key, out var bui))
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bui.Update(component.Current);
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UpdateAppearance(uid, component);
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}
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protected override void OnAppearanceChange(EntityUid uid, BarSignComponent component, ref AppearanceChangeEvent args)
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{
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UpdateAppearance(uid, component, args.Component, args.Sprite);
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}
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private void UpdateAppearance(EntityUid id, BarSignComponent sign, AppearanceComponent? appearance = null, SpriteComponent? sprite = null)
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{
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if (!Resolve(id, ref appearance, ref sprite))
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return;
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AppearanceSystem.TryGetData<bool>(id, PowerDeviceVisuals.Powered, out var powered, appearance);
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if (powered
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&& sign.Current != null
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&& _prototypeManager.TryIndex(sign.Current, out var proto))
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{
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SpriteSystem.LayerSetSprite((id, sprite), 0, proto.Icon);
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sprite.LayerSetShader(0, "unshaded");
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}
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else
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{
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SpriteSystem.LayerSetRsiState((id, sprite), 0, "empty");
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sprite.LayerSetShader(0, null, null);
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}
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}
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}
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