Files
tbd-station-14/Content.Client/GameObjects/Components/Atmos/GasCanisterVisualizer.cs
Acruid ca4fd649fe Massive Namespace Cleanup (#3120)
* Engine namespace changes.

* Automated remove redundant using statements.

* Simplified Graphics namespace.

* Apparently the container system stores full type names in the map file.😞 This updates those names.

* API Changes to LocalizationManager.LoadCulture.

* Update submodule to v0.3.2
2021-02-11 01:13:03 -08:00

69 lines
2.3 KiB
C#

using Content.Shared.GameObjects.Components.Atmos;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Utility;
using YamlDotNet.RepresentationModel;
namespace Content.Client.GameObjects.Components.Atmos
{
public class GasCanisterVisualizer : AppearanceVisualizer
{
private string _stateConnected;
private string[] _statePressure = new string[] {"", "", "", ""};
public override void LoadData(YamlMappingNode node)
{
base.LoadData(node);
_stateConnected = node.GetNode("stateConnected").AsString();
for (int i = 0; i < _statePressure.Length; i++)
_statePressure[i] = node.GetNode("stateO" + i).AsString();
}
public override void InitializeEntity(IEntity entity)
{
base.InitializeEntity(entity);
var sprite = entity.GetComponent<ISpriteComponent>();
sprite.LayerMapSet(Layers.ConnectedToPort, sprite.AddLayerState(_stateConnected));
sprite.LayerSetVisible(Layers.ConnectedToPort, false);
sprite.LayerMapSet(Layers.PressureLight, sprite.AddLayerState(_stateConnected));
sprite.LayerSetShader(Layers.PressureLight, "unshaded");
}
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
if (component.Deleted)
{
return;
}
if (!component.Owner.TryGetComponent(out ISpriteComponent sprite))
{
return;
}
// Update the visuals : Is the canister connected to a port or not
if (component.TryGetData(GasCanisterVisuals.ConnectedState, out bool isConnected))
{
sprite.LayerSetVisible(Layers.ConnectedToPort, isConnected);
}
// Update the visuals : Canister lights
if (component.TryGetData(GasCanisterVisuals.PressureState, out int pressureState))
if ((pressureState >= 0) && (pressureState < _statePressure.Length))
sprite.LayerSetState(Layers.PressureLight, _statePressure[pressureState]);
}
enum Layers
{
ConnectedToPort,
PressureLight
}
}
}