Resolves PowerChargerVisualizer is Obsolete (#13901)

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
TemporalOroboros
2023-04-28 21:34:48 -07:00
committed by GitHub
parent cf528ea0e7
commit 73980ad095
4 changed files with 87 additions and 81 deletions

View File

@@ -1,79 +0,0 @@
using Content.Shared.Power;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Client.PowerCell
{
[UsedImplicitly]
public sealed class PowerChargerVisualizer : AppearanceVisualizer
{
[Obsolete("Subscribe to your component being initialised instead.")]
public override void InitializeEntity(EntityUid entity)
{
base.InitializeEntity(entity);
var sprite = IoCManager.Resolve<IEntityManager>().GetComponent<SpriteComponent>(entity);
// Base item
sprite.LayerMapSet(Layers.Base, sprite.AddLayerState("empty"));
// Light
sprite.LayerMapSet(Layers.Light, sprite.AddLayerState("light-off"));
sprite.LayerSetShader(Layers.Light, "unshaded");
}
[Obsolete("Subscribe to AppearanceChangeEvent instead.")]
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
var sprite = IoCManager.Resolve<IEntityManager>().GetComponent<SpriteComponent>(component.Owner);
// 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");
}
}
enum Layers : byte
{
Base,
Light,
}
}
}

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@@ -0,0 +1,39 @@
using Content.Shared.Power;
namespace Content.Client.PowerCell;
[RegisterComponent]
[Access(typeof(PowerChargerVisualizerSystem))]
public sealed class PowerChargerVisualsComponent : Component
{
/// <summary>
/// The base sprite state used if the power cell charger does not contain a power cell.
/// </summary>
[DataField("emptyState")]
[ViewVariables(VVAccess.ReadWrite)]
public string EmptyState = "empty";
/// <summary>
/// The base sprite state used if the power cell charger contains a power cell.
/// </summary>
[DataField("occupiedState")]
[ViewVariables(VVAccess.ReadWrite)]
public string OccupiedState = "full";
/// <summary>
/// A mapping of the indicator light overlays for the power cell charger.
/// <see cref="CellChargerStatus.Off"/> Maps to the state used when the charger is out of power/disabled.
/// <see cref="CellChargerStatus.Empty"/> Maps to the state used when the charger does not contain a power cell.
/// <see cref="CellChargerStatus.Charging"/> Maps to the state used when the charger is charging a power cell.
/// <see cref="CellChargerStatus.Charged"/> Maps to the state used when the charger contains a fully charged power cell.
/// </summary>
[DataField("lightStates")]
[ViewVariables(VVAccess.ReadWrite)]
public readonly Dictionary<CellChargerStatus, string> LightStates = new()
{
[CellChargerStatus.Off] = "light-off",
[CellChargerStatus.Empty] = "light-empty",
[CellChargerStatus.Charging] = "light-charging",
[CellChargerStatus.Charged] = "light-charged",
};
}

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@@ -0,0 +1,41 @@
using Content.Shared.Power;
using Robust.Client.GameObjects;
namespace Content.Client.PowerCell;
public sealed class PowerChargerVisualizerSystem : VisualizerSystem<PowerChargerVisualsComponent>
{
protected override void OnAppearanceChange(EntityUid uid, PowerChargerVisualsComponent comp, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
// Update base item
if (AppearanceSystem.TryGetData<bool>(uid, CellVisual.Occupied, out var occupied, args.Component) && occupied)
{
// TODO: don't throw if it doesn't have a full state
args.Sprite.LayerSetState(PowerChargerVisualLayers.Base, comp.OccupiedState);
}
else
{
args.Sprite.LayerSetState(PowerChargerVisualLayers.Base, comp.EmptyState);
}
// Update lighting
if (AppearanceSystem.TryGetData<CellChargerStatus>(uid, CellVisual.Light, out var status, args.Component)
&& comp.LightStates.TryGetValue(status, out var lightState))
{
args.Sprite.LayerSetState(PowerChargerVisualLayers.Light, lightState);
args.Sprite.LayerSetVisible(PowerChargerVisualLayers.Light, true);
}
else
//
args.Sprite.LayerSetVisible(PowerChargerVisualLayers.Light, false);
}
}
enum PowerChargerVisualLayers : byte
{
Base,
Light,
}

View File

@@ -11,13 +11,18 @@
sprite: Structures/Power/cell_recharger.rsi
drawdepth: SmallObjects
snapCardinals: true
layers:
- map: ["enum.PowerChargerVisualLayers.Base"]
state: "empty"
- map: ["enum.PowerChargerVisualLayers.Light"]
state: "light-off"
shader: "unshaded"
- type: Charger
slotId: charger_slot
- type: ApcPowerReceiver
- type: ExtensionCableReceiver
- type: Appearance
visuals:
- type: PowerChargerVisualizer
- type: PowerChargerVisuals
- type: Anchorable
- type: Pullable
- type: Clickable