Files
OldThink/Content.Client/AME/Visualizers/AMEControllerVisualizer.cs

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using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using static Content.Shared.AME.SharedAMEControllerComponent;
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namespace Content.Client.AME.Visualizers
{
[UsedImplicitly]
public sealed class AMEControllerVisualizer : AppearanceVisualizer
{
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public override void InitializeEntity(EntityUid entity)
{
base.InitializeEntity(entity);
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var sprite = IoCManager.Resolve<IEntityManager>().GetComponent<ISpriteComponent>(entity);
sprite.LayerMapSet(Layers.Display, sprite.AddLayerState("control_on"));
sprite.LayerSetVisible(Layers.Display, false);
}
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
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var sprite = IoCManager.Resolve<IEntityManager>().GetComponent<ISpriteComponent>(component.Owner);
if (component.TryGetData<string>(AMEControllerVisuals.DisplayState, out var state))
{
switch (state)
{
case "on":
sprite.LayerSetState(Layers.Display, "control_on");
sprite.LayerSetVisible(Layers.Display, true);
break;
case "critical":
sprite.LayerSetState(Layers.Display, "control_critical");
sprite.LayerSetVisible(Layers.Display, true);
break;
case "fuck":
sprite.LayerSetState(Layers.Display, "control_fuck");
sprite.LayerSetVisible(Layers.Display, true);
break;
case "off":
sprite.LayerSetVisible(Layers.Display, false);
break;
default:
sprite.LayerSetVisible(Layers.Display, false);
break;
}
}
}
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enum Layers : byte
{
Display,
}
}
}