Resolves PowerChargerVisualizer is Obsolete (#13901)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
@@ -1,79 +0,0 @@
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using Content.Shared.Power;
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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.IoC;
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namespace Content.Client.PowerCell
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{
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[UsedImplicitly]
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public sealed class PowerChargerVisualizer : AppearanceVisualizer
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{
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[Obsolete("Subscribe to your component being initialised instead.")]
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public override void InitializeEntity(EntityUid entity)
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{
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base.InitializeEntity(entity);
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var sprite = IoCManager.Resolve<IEntityManager>().GetComponent<SpriteComponent>(entity);
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// Base item
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sprite.LayerMapSet(Layers.Base, sprite.AddLayerState("empty"));
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// Light
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sprite.LayerMapSet(Layers.Light, sprite.AddLayerState("light-off"));
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sprite.LayerSetShader(Layers.Light, "unshaded");
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}
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[Obsolete("Subscribe to AppearanceChangeEvent instead.")]
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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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var sprite = IoCManager.Resolve<IEntityManager>().GetComponent<SpriteComponent>(component.Owner);
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// Update base item
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if (component.TryGetData(CellVisual.Occupied, out bool occupied))
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{
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// TODO: don't throw if it doesn't have a full state
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sprite.LayerSetState(Layers.Base, occupied ? "full" : "empty");
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}
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else
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{
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sprite.LayerSetState(Layers.Base, "empty");
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}
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// Update lighting
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if (component.TryGetData(CellVisual.Light, out CellChargerStatus status))
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{
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switch (status)
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{
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case CellChargerStatus.Off:
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sprite.LayerSetState(Layers.Light, "light-off");
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break;
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case CellChargerStatus.Empty:
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sprite.LayerSetState(Layers.Light, "light-empty");
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break;
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case CellChargerStatus.Charging:
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sprite.LayerSetState(Layers.Light, "light-charging");
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break;
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case CellChargerStatus.Charged:
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sprite.LayerSetState(Layers.Light, "light-charged");
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break;
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default:
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sprite.LayerSetState(Layers.Light, "light-off");
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break;
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}
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}
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else
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{
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sprite.LayerSetState(Layers.Light, "light-off");
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}
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}
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enum Layers : byte
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{
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Base,
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Light,
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}
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}
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}
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39
Content.Client/PowerCell/PowerChargerVisualizerComponent.cs
Normal file
39
Content.Client/PowerCell/PowerChargerVisualizerComponent.cs
Normal file
@@ -0,0 +1,39 @@
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using Content.Shared.Power;
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namespace Content.Client.PowerCell;
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[RegisterComponent]
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[Access(typeof(PowerChargerVisualizerSystem))]
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public sealed class PowerChargerVisualsComponent : Component
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{
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/// <summary>
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/// The base sprite state used if the power cell charger does not contain a power cell.
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/// </summary>
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[DataField("emptyState")]
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[ViewVariables(VVAccess.ReadWrite)]
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public string EmptyState = "empty";
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/// <summary>
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/// The base sprite state used if the power cell charger contains a power cell.
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/// </summary>
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[DataField("occupiedState")]
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[ViewVariables(VVAccess.ReadWrite)]
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public string OccupiedState = "full";
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/// <summary>
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/// A mapping of the indicator light overlays for the power cell charger.
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/// <see cref="CellChargerStatus.Off"/> Maps to the state used when the charger is out of power/disabled.
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/// <see cref="CellChargerStatus.Empty"/> Maps to the state used when the charger does not contain a power cell.
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/// <see cref="CellChargerStatus.Charging"/> Maps to the state used when the charger is charging a power cell.
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/// <see cref="CellChargerStatus.Charged"/> Maps to the state used when the charger contains a fully charged power cell.
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/// </summary>
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[DataField("lightStates")]
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[ViewVariables(VVAccess.ReadWrite)]
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public readonly Dictionary<CellChargerStatus, string> LightStates = new()
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{
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[CellChargerStatus.Off] = "light-off",
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[CellChargerStatus.Empty] = "light-empty",
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[CellChargerStatus.Charging] = "light-charging",
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[CellChargerStatus.Charged] = "light-charged",
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};
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}
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41
Content.Client/PowerCell/PowerChargerVisualizerSystem.cs
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41
Content.Client/PowerCell/PowerChargerVisualizerSystem.cs
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@@ -0,0 +1,41 @@
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using Content.Shared.Power;
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using Robust.Client.GameObjects;
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namespace Content.Client.PowerCell;
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public sealed class PowerChargerVisualizerSystem : VisualizerSystem<PowerChargerVisualsComponent>
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{
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protected override void OnAppearanceChange(EntityUid uid, PowerChargerVisualsComponent comp, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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// Update base item
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if (AppearanceSystem.TryGetData<bool>(uid, CellVisual.Occupied, out var occupied, args.Component) && occupied)
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{
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// TODO: don't throw if it doesn't have a full state
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args.Sprite.LayerSetState(PowerChargerVisualLayers.Base, comp.OccupiedState);
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}
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else
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{
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args.Sprite.LayerSetState(PowerChargerVisualLayers.Base, comp.EmptyState);
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}
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// Update lighting
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if (AppearanceSystem.TryGetData<CellChargerStatus>(uid, CellVisual.Light, out var status, args.Component)
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&& comp.LightStates.TryGetValue(status, out var lightState))
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{
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args.Sprite.LayerSetState(PowerChargerVisualLayers.Light, lightState);
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args.Sprite.LayerSetVisible(PowerChargerVisualLayers.Light, true);
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}
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else
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//
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args.Sprite.LayerSetVisible(PowerChargerVisualLayers.Light, false);
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}
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}
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enum PowerChargerVisualLayers : byte
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{
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Base,
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Light,
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}
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@@ -11,13 +11,18 @@
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sprite: Structures/Power/cell_recharger.rsi
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drawdepth: SmallObjects
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snapCardinals: true
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layers:
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- map: ["enum.PowerChargerVisualLayers.Base"]
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state: "empty"
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- map: ["enum.PowerChargerVisualLayers.Light"]
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state: "light-off"
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shader: "unshaded"
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- type: Charger
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slotId: charger_slot
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- type: ApcPowerReceiver
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- type: ExtensionCableReceiver
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- type: Appearance
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visuals:
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- type: PowerChargerVisualizer
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- type: PowerChargerVisuals
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- type: Anchorable
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- type: Pullable
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- type: Clickable
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