using Content.Shared.Storage;
using Robust.Client.GameObjects;
namespace Content.Client.Storage.Visualizers;
public sealed class EntityStorageVisualizerSystem : VisualizerSystem<EntityStorageVisualsComponent>
{
public override void Initialize()
base.Initialize();
SubscribeLocalEvent<EntityStorageVisualsComponent, ComponentInit>(OnComponentInit);
}
/// <summary>
/// Sets the base sprite to this layer. Exists to make the inheritance tree less boilerplate-y.
/// </summary>
private void OnComponentInit(EntityUid uid, EntityStorageVisualsComponent comp, ComponentInit args)
if (comp.StateBaseClosed == null)
return;
comp.StateBaseOpen ??= comp.StateBaseClosed;
if (!TryComp<SpriteComponent>(uid, out var sprite))
sprite.LayerSetState(StorageVisualLayers.Base, comp.StateBaseClosed);
protected override void OnAppearanceChange(EntityUid uid, EntityStorageVisualsComponent comp, ref AppearanceChangeEvent args)
if (args.Sprite == null
|| !AppearanceSystem.TryGetData<bool>(uid, StorageVisuals.Open, out var open, args.Component))
// Open/Closed state for the storage entity.
if (args.Sprite.LayerMapTryGet(StorageVisualLayers.Door, out _))
if (open)
if (comp.OpenDrawDepth != null)
args.Sprite.DrawDepth = comp.OpenDrawDepth.Value;
if (comp.StateDoorOpen != null)
args.Sprite.LayerSetState(StorageVisualLayers.Door, comp.StateDoorOpen);
args.Sprite.LayerSetVisible(StorageVisualLayers.Door, true);
else
args.Sprite.LayerSetVisible(StorageVisualLayers.Door, false);
if (comp.StateBaseOpen != null)
args.Sprite.LayerSetState(StorageVisualLayers.Base, comp.StateBaseOpen);
if (comp.ClosedDrawDepth != null)
args.Sprite.DrawDepth = comp.ClosedDrawDepth.Value;
if (comp.StateDoorClosed != null)
args.Sprite.LayerSetState(StorageVisualLayers.Door, comp.StateDoorClosed);
if (comp.StateBaseClosed != null)
args.Sprite.LayerSetState(StorageVisualLayers.Base, comp.StateBaseClosed);
public enum StorageVisualLayers : byte
Base,
Door