59 lines
1.6 KiB
C#
59 lines
1.6 KiB
C#
using Content.Shared.Sprite;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Reflection;
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namespace Content.Client.Sprite;
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public sealed class RandomSpriteSystem : SharedRandomSpriteSystem
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{
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[Dependency] private readonly IReflectionManager _reflection = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RandomSpriteComponent, ComponentHandleState>(OnHandleState);
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}
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private void OnHandleState(EntityUid uid, RandomSpriteComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not RandomSpriteColorComponentState state)
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return;
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if (state.Selected.Equals(component.Selected))
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return;
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component.Selected.Clear();
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component.Selected.EnsureCapacity(state.Selected.Count);
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foreach (var layer in state.Selected)
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{
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component.Selected.Add(layer.Key, layer.Value);
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}
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UpdateAppearance(uid, component);
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}
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private void UpdateAppearance(EntityUid uid, RandomSpriteComponent component, SpriteComponent? sprite = null)
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{
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if (!Resolve(uid, ref sprite, false))
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return;
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foreach (var layer in component.Selected)
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{
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object key;
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if (_reflection.TryParseEnumReference(layer.Key, out var @enum))
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{
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key = @enum;
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}
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else
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{
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key = layer.Key;
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}
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sprite.LayerSetState(key, layer.Value.State);
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sprite.LayerSetColor(key, layer.Value.Color ?? Color.White);
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}
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}
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}
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