Files
crystall-punk-14/Content.Client/Power/Visualizers/CableVisualizerSystem.cs

38 lines
1.3 KiB
C#
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using Content.Client.SubFloor;
using Content.Shared.Wires;
using Robust.Client.GameObjects;
namespace Content.Client.Power.Visualizers;
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public sealed class CableVisualizerSystem : EntitySystem
{
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[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
public override void Initialize()
{
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base.Initialize();
SubscribeLocalEvent<CableVisualizerComponent, AppearanceChangeEvent>(OnAppearanceChange, after: new[] { typeof(SubFloorHideSystem) });
}
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private void OnAppearanceChange(EntityUid uid, CableVisualizerComponent component, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
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if (!args.Sprite.Visible)
{
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// 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;
}
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if (!_appearanceSystem.TryGetData<WireVisDirFlags>(uid, WireVisVisuals.ConnectedMask, out var mask, args.Component))
mask = WireVisDirFlags.None;
args.Sprite.LayerSetState(0, $"{component.StatePrefix}{(int) mask}");
if (component.ExtraLayerPrefix != null)
args.Sprite.LayerSetState(1, $"{component.ExtraLayerPrefix}{(int) mask}");
}
}