Files
tbd-station-14/Content.Client/Power/Visualizers/CableVisualizerSystem.cs
2025-02-11 20:59:50 +11:00

36 lines
1.2 KiB
C#

using Content.Client.SubFloor;
using Content.Shared.Wires;
using Robust.Client.GameObjects;
namespace Content.Client.Power.Visualizers;
public sealed class CableVisualizerSystem : EntitySystem
{
[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<CableVisualizerComponent, AppearanceChangeEvent>(OnAppearanceChange, after: new[] { typeof(SubFloorHideSystem) });
}
private void OnAppearanceChange(EntityUid uid, CableVisualizerComponent component, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
if (!args.Sprite.Visible)
{
// This entity is probably below a floor and is not even visible to the user -> don't bother updating sprite data.
// Note that if the subfloor visuals change, then another AppearanceChangeEvent will get triggered.
return;
}
if (!_appearanceSystem.TryGetData<WireVisDirFlags>(uid, WireVisVisuals.ConnectedMask, out var mask, args.Component))
mask = WireVisDirFlags.None;
args.Sprite.LayerSetState(0, $"{component.StatePrefix}{(int) mask}");
}
}