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OldThink/Content.Client/Light/Visualizers/ExpendableLightVisualizer.cs

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using Content.Client.Light.Components;
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using Content.Shared.Light.Component;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
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namespace Content.Client.Light.Visualizers
{
[UsedImplicitly]
public sealed class ExpendableLightVisualizer : AppearanceVisualizer
{
[DataField("iconStateSpent")]
public string? IconStateSpent { get; set; }
[DataField("iconStateOn")]
public string? IconStateLit { get; set; }
[Obsolete("Subscribe to AppearanceChangeEvent instead.")]
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
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var entities = IoCManager.Resolve<IEntityManager>();
if (!entities.TryGetComponent(component.Owner, out ExpendableLightComponent? expendableLight))
return;
if (!entities.TryGetComponent(component.Owner, out SpriteComponent? sprite))
return;
if (component.TryGetData(ExpendableLightVisuals.Behavior, out string lightBehaviourID))
{
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if (entities.TryGetComponent(component.Owner, out LightBehaviourComponent? lightBehaviour))
{
lightBehaviour.StopLightBehaviour();
if (lightBehaviourID != string.Empty)
{
lightBehaviour.StartLightBehaviour(lightBehaviourID);
}
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else if (entities.TryGetComponent(component.Owner, out PointLightComponent? light))
{
light.Enabled = false;
}
}
}
if (!component.TryGetData(ExpendableLightVisuals.State, out ExpendableLightState state))
return;
switch (state)
{
case ExpendableLightState.Lit:
expendableLight.PlayingStream?.Stop();
expendableLight.PlayingStream = entities.EntitySysManager.GetEntitySystem<SharedAudioSystem>().PlayPvs(
expendableLight.LoopedSound,
expendableLight.Owner,
SharedExpendableLightComponent.LoopedSoundParams);
if (!string.IsNullOrWhiteSpace(IconStateLit))
{
sprite.LayerSetState(2, IconStateLit);
sprite.LayerSetShader(2, "shaded");
}
sprite.LayerSetVisible(1, true);
break;
case ExpendableLightState.Dead:
expendableLight.PlayingStream?.Stop();
if (!string.IsNullOrWhiteSpace(IconStateSpent))
{
sprite.LayerSetState(0, IconStateSpent);
sprite.LayerSetShader(0, "shaded");
}
sprite.LayerSetVisible(1, false);
break;
}
}
}
}