2021-06-09 22:19:39 +02:00
|
|
|
using Content.Shared.Power;
|
2019-11-22 09:48:56 +11:00
|
|
|
using JetBrains.Annotations;
|
|
|
|
|
using Robust.Client.GameObjects;
|
2021-02-11 01:13:03 -08:00
|
|
|
using Robust.Shared.GameObjects;
|
2021-12-03 11:55:25 +01:00
|
|
|
using Robust.Shared.IoC;
|
2019-11-22 09:48:56 +11:00
|
|
|
|
2021-06-09 22:19:39 +02:00
|
|
|
namespace Content.Client.PowerCell
|
2019-11-22 09:48:56 +11:00
|
|
|
{
|
|
|
|
|
[UsedImplicitly]
|
2022-02-16 00:23:23 -07:00
|
|
|
public sealed class PowerChargerVisualizer : AppearanceVisualizer
|
2019-11-22 09:48:56 +11:00
|
|
|
{
|
2021-12-05 18:09:01 +01:00
|
|
|
public override void InitializeEntity(EntityUid entity)
|
2019-11-22 09:48:56 +11:00
|
|
|
{
|
|
|
|
|
base.InitializeEntity(entity);
|
|
|
|
|
|
2021-12-03 15:53:09 +01:00
|
|
|
var sprite = IoCManager.Resolve<IEntityManager>().GetComponent<ISpriteComponent>(entity);
|
2019-11-22 09:48:56 +11:00
|
|
|
|
|
|
|
|
// 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);
|
|
|
|
|
|
2021-12-03 15:53:09 +01:00
|
|
|
var sprite = IoCManager.Resolve<IEntityManager>().GetComponent<ISpriteComponent>(component.Owner);
|
2019-11-22 09:48:56 +11:00
|
|
|
|
|
|
|
|
// 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");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2020-12-04 11:57:33 +01:00
|
|
|
enum Layers : byte
|
2019-11-22 09:48:56 +11:00
|
|
|
{
|
|
|
|
|
Base,
|
|
|
|
|
Light,
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|