* Cleanup warnings in DamageMarkerSystem * Cleanup warnings in CuffableSystem * Cleanup warnings in DeployableTurretSystem * Cleanup warnings in StorageContainerVisualsSystem * Cleanup warnings in ItemMapperSystem * Cleanup warnings in ItemCounterSystem * Cleanup warnings in RandomSpriteSystem * Cleanup warnings in PowerCellSystem * Cleanup warnings in ParticleAcceleratorPartVisualizerSystem * Cleanup warnings in PaperVisualizerSystem * Cleanup warnings in PoweredLightVisualizerSystem * Cleanup warnings in LightBulbSystem * Cleanup warnings in EmergencyLightSystem * Cleanup warnings in DoorSystem * Cleanup warnings in ClockSystem * Cleanup warnings in BuckleSystem * Cleanup warnings in JukeboxSystem
29 lines
1.1 KiB
C#
29 lines
1.1 KiB
C#
using Content.Client.Light.Components;
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using Content.Shared.Light.Components;
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using Robust.Client.GameObjects;
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namespace Content.Client.Light.EntitySystems;
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public sealed class EmergencyLightSystem : VisualizerSystem<EmergencyLightComponent>
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{
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[Dependency] private readonly SpriteSystem _sprite = default!;
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protected override void OnAppearanceChange(EntityUid uid, EmergencyLightComponent comp, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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if (!AppearanceSystem.TryGetData<bool>(uid, EmergencyLightVisuals.On, out var on, args.Component))
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on = false;
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_sprite.LayerSetVisible((uid, args.Sprite), EmergencyLightVisualLayers.LightOff, !on);
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_sprite.LayerSetVisible((uid, args.Sprite), EmergencyLightVisualLayers.LightOn, on);
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if (AppearanceSystem.TryGetData<Color>(uid, EmergencyLightVisuals.Color, out var color, args.Component))
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{
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_sprite.LayerSetColor((uid, args.Sprite), EmergencyLightVisualLayers.LightOn, color);
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_sprite.LayerSetColor((uid, args.Sprite), EmergencyLightVisualLayers.LightOff, color);
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}
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}
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}
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