* LockVisualizer * Fix state * Clean some code * Make it component, fix tests fail * Fix for StateUnlocked Now it is possible to manually set the unlocked state and it will work! * Optimize LockVisualizer, add check for unlocked state * No todo I guess
81 lines
2.7 KiB
C#
81 lines
2.7 KiB
C#
using Content.Shared.Storage;
|
|
using Robust.Client.GameObjects;
|
|
|
|
namespace Content.Client.Storage.Visualizers;
|
|
|
|
public sealed class EntityStorageVisualizerSystem : VisualizerSystem<EntityStorageVisualsComponent>
|
|
{
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
SubscribeLocalEvent<EntityStorageVisualsComponent, ComponentInit>(OnComponentInit);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the base sprite to this layer. Exists to make the inheritance tree less boilerplate-y.
|
|
/// </summary>
|
|
private void OnComponentInit(EntityUid uid, EntityStorageVisualsComponent comp, ComponentInit args)
|
|
{
|
|
if (comp.StateBaseClosed == null)
|
|
return;
|
|
|
|
comp.StateBaseOpen ??= comp.StateBaseClosed;
|
|
if (!TryComp<SpriteComponent>(uid, out var sprite))
|
|
return;
|
|
|
|
sprite.LayerSetState(StorageVisualLayers.Base, comp.StateBaseClosed);
|
|
}
|
|
|
|
protected override void OnAppearanceChange(EntityUid uid, EntityStorageVisualsComponent comp, ref AppearanceChangeEvent args)
|
|
{
|
|
if (args.Sprite == null
|
|
|| !AppearanceSystem.TryGetData<bool>(uid, StorageVisuals.Open, out var open, args.Component))
|
|
return;
|
|
|
|
// Open/Closed state for the storage entity.
|
|
if (args.Sprite.LayerMapTryGet(StorageVisualLayers.Door, out _))
|
|
{
|
|
if (open)
|
|
{
|
|
if (comp.OpenDrawDepth != null)
|
|
args.Sprite.DrawDepth = comp.OpenDrawDepth.Value;
|
|
|
|
if (comp.StateDoorOpen != null)
|
|
{
|
|
args.Sprite.LayerSetState(StorageVisualLayers.Door, comp.StateDoorOpen);
|
|
args.Sprite.LayerSetVisible(StorageVisualLayers.Door, true);
|
|
}
|
|
else
|
|
{
|
|
args.Sprite.LayerSetVisible(StorageVisualLayers.Door, false);
|
|
}
|
|
|
|
if (comp.StateBaseOpen != null)
|
|
args.Sprite.LayerSetState(StorageVisualLayers.Base, comp.StateBaseOpen);
|
|
}
|
|
else
|
|
{
|
|
if (comp.ClosedDrawDepth != null)
|
|
args.Sprite.DrawDepth = comp.ClosedDrawDepth.Value;
|
|
|
|
if (comp.StateDoorClosed != null)
|
|
{
|
|
args.Sprite.LayerSetState(StorageVisualLayers.Door, comp.StateDoorClosed);
|
|
args.Sprite.LayerSetVisible(StorageVisualLayers.Door, true);
|
|
}
|
|
else
|
|
args.Sprite.LayerSetVisible(StorageVisualLayers.Door, false);
|
|
|
|
if (comp.StateBaseClosed != null)
|
|
args.Sprite.LayerSetState(StorageVisualLayers.Base, comp.StateBaseClosed);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public enum StorageVisualLayers : byte
|
|
{
|
|
Base,
|
|
Door
|
|
}
|