Files
OldThink/Content.Client/PowerCell/PowerChargerVisualizer.cs

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using Content.Shared.Power;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Client.PowerCell
{
[UsedImplicitly]
public sealed class PowerChargerVisualizer : 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);
// Base item
sprite.LayerMapSet(Layers.Base, sprite.AddLayerState("empty"));
// Light
sprite.LayerMapSet(Layers.Light, sprite.AddLayerState("light-off"));
sprite.LayerSetShader(Layers.Light, "unshaded");
}
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
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var sprite = IoCManager.Resolve<IEntityManager>().GetComponent<ISpriteComponent>(component.Owner);
// Update base item
if (component.TryGetData(CellVisual.Occupied, out bool occupied))
{
// TODO: don't throw if it doesn't have a full state
sprite.LayerSetState(Layers.Base, occupied ? "full" : "empty");
}
else
{
sprite.LayerSetState(Layers.Base, "empty");
}
// Update lighting
if (component.TryGetData(CellVisual.Light, out CellChargerStatus status))
{
switch (status)
{
case CellChargerStatus.Off:
sprite.LayerSetState(Layers.Light, "light-off");
break;
case CellChargerStatus.Empty:
sprite.LayerSetState(Layers.Light, "light-empty");
break;
case CellChargerStatus.Charging:
sprite.LayerSetState(Layers.Light, "light-charging");
break;
case CellChargerStatus.Charged:
sprite.LayerSetState(Layers.Light, "light-charged");
break;
default:
sprite.LayerSetState(Layers.Light, "light-off");
break;
}
}
else
{
sprite.LayerSetState(Layers.Light, "light-off");
}
}
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enum Layers : byte
{
Base,
Light,
}
}
}