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using Content.Shared.Xenoarchaeology.XenoArtifacts;
using Robust.Client.GameObjects;
namespace Content.Client.Xenoarchaeology.XenoArtifacts;
public sealed class RandomArtifactSpriteSystem : VisualizerSystem<RandomArtifactSpriteComponent>
{
protected override void OnAppearanceChange(EntityUid uid, RandomArtifactSpriteComponent component, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
if (!AppearanceSystem.TryGetData<int>(uid, SharedArtifactsVisuals.SpriteIndex, out var spriteIndex, args.Component))
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return;
if (!AppearanceSystem.TryGetData<bool>(uid, SharedArtifactsVisuals.IsActivated, out var isActivated, args.Component))
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isActivated = false;
var spriteIndexStr = spriteIndex.ToString("D2");
var spritePrefix = isActivated ? "_on" : "";
// layered artifact sprite
if (args.Sprite.LayerMapTryGet(ArtifactsVisualLayers.Effect, out var layer))
{
var spriteState = "ano" + spriteIndexStr;
args.Sprite.LayerSetState(ArtifactsVisualLayers.Base, spriteState);
args.Sprite.LayerSetState(layer, spriteState + "_on");
args.Sprite.LayerSetVisible(layer, isActivated);
}
// non-layered
else
{
var spriteState = "ano" + spriteIndexStr + spritePrefix;
args.Sprite.LayerSetState(ArtifactsVisualLayers.Base, spriteState);
}
}
}
public enum ArtifactsVisualLayers : byte
{
Base,
Effect // doesn't have to use this
}