ItemCabinetVisualizer uses layers (#4445)

* ItemCabinetVisualizer uses layers

* Reviews applied

* Fixes the fireaxe cabinet as well

* I'm dumb
This commit is contained in:
Swept
2021-08-17 14:13:39 -07:00
committed by GitHub
parent d908684f09
commit 6e1ef973f0
3 changed files with 31 additions and 40 deletions

View File

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