2021-07-17 02:37:09 +02:00
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using Content.Shared.Morgue;
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2020-10-28 22:51:43 +00:00
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using Robust.Client.GameObjects;
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2021-11-22 23:22:59 -08:00
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using Robust.Shared.GameObjects;
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2021-12-05 18:09:01 +01:00
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using Robust.Shared.IoC;
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2021-03-05 01:08:38 +01:00
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using Robust.Shared.Serialization.Manager.Attributes;
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2020-10-28 22:51:43 +00:00
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2021-06-09 22:19:39 +02:00
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namespace Content.Client.Morgue.Visualizers
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2020-10-28 22:51:43 +00:00
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{
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public sealed class MorgueVisualizer : AppearanceVisualizer
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{
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2021-03-05 01:08:38 +01:00
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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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2021-03-05 01:08:38 +01:00
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[DataField("light_contents")]
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private string _lightContents = "";
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[DataField("light_mob")]
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private string _lightMob = "";
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[DataField("light_soul")]
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private string _lightSoul = "";
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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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2021-12-05 18:09:01 +01:00
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var entities = IoCManager.Resolve<IEntityManager>();
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if (!entities.TryGetComponent(component.Owner, out ISpriteComponent? sprite))
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{
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return;
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}
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2020-10-28 22:51:43 +00:00
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2020-11-07 14:44:47 +11:00
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if (component.TryGetData(MorgueVisuals.Open, out bool open))
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{
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sprite.LayerSetState(MorgueVisualLayers.Base, open ? _stateOpen : _stateClosed);
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}
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else
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{
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sprite.LayerSetState(MorgueVisualLayers.Base, _stateClosed);
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}
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2020-10-28 22:51:43 +00:00
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var lightState = "";
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if (component.TryGetData(MorgueVisuals.HasContents, out bool hasContents) && hasContents) lightState = _lightContents;
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if (component.TryGetData(MorgueVisuals.HasMob, out bool hasMob) && hasMob) lightState = _lightMob;
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if (component.TryGetData(MorgueVisuals.HasSoul, out bool hasSoul) && hasSoul) lightState = _lightSoul;
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if (!string.IsNullOrEmpty(lightState))
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{
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sprite.LayerSetState(MorgueVisualLayers.Light, lightState);
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sprite.LayerSetVisible(MorgueVisualLayers.Light, true);
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}
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else
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{
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sprite.LayerSetVisible(MorgueVisualLayers.Light, false);
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}
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}
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}
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2020-12-04 11:57:33 +01:00
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public enum MorgueVisualLayers : byte
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{
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Base,
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Light,
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}
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}
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