ItemCabinetVisualizer uses layers (#4445)
* ItemCabinetVisualizer uses layers * Reviews applied * Fixes the fireaxe cabinet as well * I'm dumb
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@@ -1,6 +1,7 @@
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using Content.Shared.Cabinet;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Client.Cabinet
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@@ -8,19 +9,12 @@ namespace Content.Client.Cabinet
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[UsedImplicitly]
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public class ItemCabinetVisualizer : AppearanceVisualizer
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{
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// TODO proper layering
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[DataField("fullState", required: true)]
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private string _fullState = default!;
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[DataField("emptyState", required: true)]
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private string _emptyState = default!;
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[DataField("openState", required: true)]
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private string _openState = default!;
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[DataField("closedState", required: true)]
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private string _closedState = default!;
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[DataField("closedEmptyState", required: true)]
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private string _closedEmptyState = default!;
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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@@ -29,28 +23,17 @@ namespace Content.Client.Cabinet
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&& component.TryGetData(ItemCabinetVisuals.IsOpen, out bool isOpen)
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&& component.TryGetData(ItemCabinetVisuals.ContainsItem, out bool contains))
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{
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if (isOpen)
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{
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if (contains)
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{
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sprite.LayerSetState(0, _fullState);
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}
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else
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{
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sprite.LayerSetState(0, _emptyState);
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}
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}
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else
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if (contains)
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{
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sprite.LayerSetState(0, _closedState);
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}
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else
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{
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sprite.LayerSetState(0, _closedEmptyState);
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}
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var state = isOpen ? _openState : _closedState;
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sprite.LayerSetState(ItemCabinetVisualLayers.Door, state);
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sprite.LayerSetVisible(ItemCabinetVisualLayers.ContainsItem, contains);
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}
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}
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}
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public enum ItemCabinetVisualLayers : byte
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{
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Door,
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ContainsItem
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//Welded
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}
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}
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