93 lines
3.4 KiB
C#
93 lines
3.4 KiB
C#
using System.Linq;
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using Content.Shared.Gravity;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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namespace Content.Client.Gravity
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{
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[UsedImplicitly]
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public sealed class GravityGeneratorVisualizer : AppearanceVisualizer
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{
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[DataField("spritemap")]
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private Dictionary<string, string> _rawSpriteMap
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{
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get => _spriteMap.ToDictionary(x => x.Value.ToString().ToLower(), x => x.Value);
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set
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{
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// Get Sprites for each status
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foreach (var status in (GravityGeneratorStatus[]) Enum.GetValues(typeof(GravityGeneratorStatus)))
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{
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if (value.TryGetValue(status.ToString().ToLower(), out var sprite))
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{
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_spriteMap[status] = sprite;
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}
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}
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}
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}
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private Dictionary<GravityGeneratorStatus, string> _spriteMap = new();
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[Obsolete("Subscribe to your component being initialised instead.")]
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public override void InitializeEntity(EntityUid entity)
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{
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base.InitializeEntity(entity);
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out SpriteComponent? sprite))
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return;
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sprite.LayerMapReserveBlank(GravityGeneratorVisualLayers.Base);
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sprite.LayerMapReserveBlank(GravityGeneratorVisualLayers.Core);
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}
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[Obsolete("Subscribe to AppearanceChangeEvent instead.")]
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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var sprite = IoCManager.Resolve<IEntityManager>().GetComponent<SpriteComponent>(component.Owner);
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if (component.TryGetData(GravityGeneratorVisuals.State, out GravityGeneratorStatus state))
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{
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if (_spriteMap.TryGetValue(state, out var spriteState))
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{
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var layer = sprite.LayerMapGet(GravityGeneratorVisualLayers.Base);
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sprite.LayerSetState(layer, spriteState);
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}
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}
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if (component.TryGetData(GravityGeneratorVisuals.Charge, out float charge))
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{
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var layer = sprite.LayerMapGet(GravityGeneratorVisualLayers.Core);
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switch (charge)
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{
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case < 0.2f:
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sprite.LayerSetVisible(layer, false);
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break;
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case >= 0.2f and < 0.4f:
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sprite.LayerSetVisible(layer, true);
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sprite.LayerSetState(layer, "startup");
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break;
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case >= 0.4f and < 0.6f:
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sprite.LayerSetVisible(layer, true);
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sprite.LayerSetState(layer, "idle");
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break;
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case >= 0.6f and < 0.8f:
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sprite.LayerSetVisible(layer, true);
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sprite.LayerSetState(layer, "activating");
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break;
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default:
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sprite.LayerSetVisible(layer, true);
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sprite.LayerSetState(layer, "activated");
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break;
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}
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}
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}
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public enum GravityGeneratorVisualLayers : byte
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{
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Base,
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Core
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}
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}
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}
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