using Content.Shared.Doors.Components;
using Robust.Client.GameObjects;
namespace Content.Client.Doors;
public sealed class FirelockSystem : EntitySystem
{
[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
public override void Initialize()
base.Initialize();
SubscribeLocalEvent<FirelockComponent, AppearanceChangeEvent>(OnAppearanceChange);
}
private void OnAppearanceChange(EntityUid uid, FirelockComponent comp, ref AppearanceChangeEvent args)
if (args.Sprite == null)
return;
var boltedVisible = false;
var unlitVisible = false;
if (!_appearanceSystem.TryGetData<DoorState>(uid, DoorVisuals.State, out var state, args.Component))
state = DoorState.Closed;
if (_appearanceSystem.TryGetData<bool>(uid, DoorVisuals.Powered, out var powered, args.Component) && powered)
boltedVisible = _appearanceSystem.TryGetData<bool>(uid, DoorVisuals.BoltLights, out var lights, args.Component) && lights;
unlitVisible =
state == DoorState.Closing
|| state == DoorState.Opening
|| state == DoorState.Denying
|| (_appearanceSystem.TryGetData<bool>(uid, DoorVisuals.ClosedLights, out var closedLights, args.Component) && closedLights);
args.Sprite.LayerSetVisible(DoorVisualLayers.BaseUnlit, unlitVisible && !boltedVisible);
args.Sprite.LayerSetVisible(DoorVisualLayers.BaseBolted, boltedVisible);