Files
tbd-station-14/Content.Client/Clothing/FlippableClothingVisualizerSystem.cs
Tayrtahn c5ac160ea8 Cleanup more SpriteComponent warnings (part 6) (#37607)
* 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
2025-05-20 01:52:03 +02:00

49 lines
1.7 KiB
C#

using Content.Shared.Clothing;
using Content.Shared.Clothing.Components;
using Content.Shared.Clothing.EntitySystems;
using Content.Shared.Foldable;
using Content.Shared.Item;
using Robust.Client.GameObjects;
namespace Content.Client.Clothing;
public sealed class FlippableClothingVisualizerSystem : VisualizerSystem<FlippableClothingVisualsComponent>
{
[Dependency] private readonly SharedItemSystem _itemSys = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FlippableClothingVisualsComponent, GetEquipmentVisualsEvent>(OnGetVisuals, after: [typeof(ClothingSystem)]);
SubscribeLocalEvent<FlippableClothingVisualsComponent, FoldedEvent>(OnFolded);
}
private void OnFolded(Entity<FlippableClothingVisualsComponent> ent, ref FoldedEvent args)
{
_itemSys.VisualsChanged(ent);
}
private void OnGetVisuals(Entity<FlippableClothingVisualsComponent> ent, ref GetEquipmentVisualsEvent args)
{
if (!TryComp(ent, out SpriteComponent? sprite) ||
!TryComp(ent, out ClothingComponent? clothing))
return;
if (clothing.MappedLayer == null ||
!AppearanceSystem.TryGetData<bool>(ent, FoldableSystem.FoldedVisuals.State, out var folding) ||
!SpriteSystem.LayerMapTryGet((ent.Owner, sprite), folding ? ent.Comp.FoldingLayer : ent.Comp.UnfoldingLayer, out var idx, false))
return;
// add each layer to the visuals
var spriteLayer = sprite[idx];
foreach (var layer in args.Layers)
{
if (layer.Item1 != clothing.MappedLayer)
continue;
layer.Item2.Scale = spriteLayer.Scale;
}
}
}