* Enable nullability in Content.Client * Remove #nullable enable * Merge fixes * Remove Debug.Assert * Merge fixes * Fix build * Fix build
65 lines
2.1 KiB
C#
65 lines
2.1 KiB
C#
using Content.Shared.GameObjects.Components.Atmos;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Client.GameObjects.Components.Atmos
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{
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public class GasCanisterVisualizer : AppearanceVisualizer
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{
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[DataField("stateConnected")]
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private string? _stateConnected;
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[DataField("pressureStates")]
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private string[] _statePressure = new string[] {"", "", "", ""};
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public override void InitializeEntity(IEntity entity)
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{
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base.InitializeEntity(entity);
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var sprite = entity.GetComponent<ISpriteComponent>();
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if (_stateConnected != null)
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{
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sprite.LayerMapSet(Layers.ConnectedToPort, sprite.AddLayerState(_stateConnected));
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sprite.LayerSetVisible(Layers.ConnectedToPort, false);
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sprite.LayerMapSet(Layers.PressureLight, sprite.AddLayerState(_stateConnected));
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sprite.LayerSetShader(Layers.PressureLight, "unshaded");
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}
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}
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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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if (component.Deleted)
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{
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return;
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}
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if (!component.Owner.TryGetComponent(out ISpriteComponent? sprite))
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{
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return;
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}
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// Update the visuals : Is the canister connected to a port or not
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if (component.TryGetData(GasCanisterVisuals.ConnectedState, out bool isConnected))
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{
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sprite.LayerSetVisible(Layers.ConnectedToPort, isConnected);
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}
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// Update the visuals : Canister lights
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if (component.TryGetData(GasCanisterVisuals.PressureState, out int pressureState))
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if ((pressureState >= 0) && (pressureState < _statePressure.Length))
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sprite.LayerSetState(Layers.PressureLight, _statePressure[pressureState]);
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}
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enum Layers
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{
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ConnectedToPort,
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PressureLight
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}
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}
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}
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