* Enable nullability in Content.Client * Remove #nullable enable * Merge fixes * Remove Debug.Assert * Merge fixes * Fix build * Fix build
77 lines
2.3 KiB
C#
77 lines
2.3 KiB
C#
using Content.Shared.GameObjects.Components.Storage;
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using JetBrains.Annotations;
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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.Storage
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{
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[UsedImplicitly]
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public sealed class StorageVisualizer : AppearanceVisualizer
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{
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[DataField("state")]
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private string? _stateBase;
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[DataField("state_open")]
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private string? _stateOpen;
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[DataField("state_closed")]
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private string? _stateClosed;
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public override void InitializeEntity(IEntity entity)
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{
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if (!entity.TryGetComponent(out ISpriteComponent? sprite))
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{
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return;
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}
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if (_stateBase != null)
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{
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sprite.LayerSetState(0, _stateBase);
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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.Owner.TryGetComponent(out ISpriteComponent? sprite))
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{
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return;
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}
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component.TryGetData(StorageVisuals.Open, out bool open);
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var state = open ? _stateOpen ?? $"{_stateBase}_open" : _stateClosed ?? $"{_stateBase}_door";
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sprite.LayerSetState(StorageVisualLayers.Door, state);
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if (component.TryGetData(StorageVisuals.CanLock, out bool canLock) && canLock)
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{
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if (!component.TryGetData(StorageVisuals.Locked, out bool locked))
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{
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locked = true;
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}
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sprite.LayerSetVisible(StorageVisualLayers.Lock, !open);
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if (!open)
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{
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sprite.LayerSetState(StorageVisualLayers.Lock, locked ? "locked" : "unlocked");
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}
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}
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if (component.TryGetData(StorageVisuals.CanWeld, out bool canWeld) && canWeld)
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{
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if (component.TryGetData(StorageVisuals.Welded, out bool weldedVal))
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{
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sprite.LayerSetVisible(StorageVisualLayers.Welded, weldedVal);
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}
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}
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}
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}
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public enum StorageVisualLayers : byte
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{
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Door,
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Welded,
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Lock
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}
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}
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