Files
tbd-station-14/Content.Client/GameObjects/Components/Body/Mechanism/MechanismComponent.cs
DrSmugleaf dd385a0511 Change all of body system to use entities and components (#2074)
* Early commit

* Early commit 2

* merging master broke my git

* does anyone even read these

* life is fleeting

* it just works

* this time passing integration tests

* Remove hashset yaml serialization for now

* You got a license for those nullables?

* No examine, no context menu, part and mechanism parenting and visibility

* Fix wrong brain sprite state

* Removing layers was a mistake

* just tear body system a new one and see if it still breathes

* Remove redundant code

* Add that comment back

* Separate damage and body, component states, stomach rework

* Add containers for body parts

* Bring layers back pls

* Fix parts magically changing color

* Reimplement sprite layer visibility

* Fix tests

* Add leg test

* Active legs is gone

Crab rave

* Merge fixes, rename DamageState to CurrentState

* Remove IShowContextMenu and ICanExamine
2020-10-10 15:25:13 +02:00

35 lines
1.0 KiB
C#

#nullable enable
using Content.Shared.GameObjects.Components.Body.Mechanism;
using Content.Shared.GameObjects.Components.Body.Part;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
namespace Content.Client.GameObjects.Components.Body.Mechanism
{
[RegisterComponent]
[ComponentReference(typeof(SharedMechanismComponent))]
[ComponentReference(typeof(IMechanism))]
public class MechanismComponent : SharedMechanismComponent
{
protected override void OnPartAdd(IBodyPart? old, IBodyPart current)
{
base.OnPartAdd(old, current);
if (Owner.TryGetComponent(out ISpriteComponent? sprite))
{
sprite.Visible = false;
}
}
protected override void OnPartRemove(IBodyPart old)
{
base.OnPartRemove(old);
if (Owner.TryGetComponent(out ISpriteComponent? sprite))
{
sprite.Visible = true;
}
}
}
}