Files
tbd-station-14/Content.Client/Mech/MechSystem.cs
2023-04-09 15:20:55 -07:00

47 lines
1.5 KiB
C#

using Content.Shared.Mech;
using Content.Shared.Mech.Components;
using Content.Shared.Mech.EntitySystems;
using Robust.Client.GameObjects;
using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
namespace Content.Client.Mech;
/// <inheritdoc/>
public sealed class MechSystem : SharedMechSystem
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
/// <inheritdoc/>
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MechComponent, AppearanceChangeEvent>(OnAppearanceChanged);
}
private void OnAppearanceChanged(EntityUid uid, MechComponent component, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
if (!args.Sprite.TryGetLayer((int) MechVisualLayers.Base, out var layer))
return;
var state = component.BaseState;
var drawDepth = DrawDepth.Mobs;
if (component.BrokenState != null && _appearance.TryGetData<bool>(uid, MechVisuals.Broken, out var broken, args.Component) && broken)
{
state = component.BrokenState;
drawDepth = DrawDepth.SmallMobs;
}
else if (component.OpenState != null && _appearance.TryGetData<bool>(uid, MechVisuals.Open, out var open, args.Component) && open)
{
state = component.OpenState;
drawDepth = DrawDepth.SmallMobs;
}
layer.SetState(state);
args.Sprite.DrawDepth = (int) drawDepth;
}
}