Convert Remaining Atmos Appearance Visualizers (#9582)
* Convert atmos plaque to generic visualizer Use generic visualizer for atmos plaque. Also enables zumos plaque to appear. * Convert gas canister connecters * Remove manual layer creation * Remove gas canister visualizer * Convert gas analyzers to generic visualizers * Convert fire visualizer * Fix layers on plasma and air canisters * Remove commented out fire visualizer in barricades * Add documentation for fire visuals component * Remove redundant visualizer for milkalyzer * Remove rogue item group
This commit is contained in:
21
Content.Client/Atmos/Components/FireVisualsComponent.cs
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21
Content.Client/Atmos/Components/FireVisualsComponent.cs
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namespace Content.Client.Atmos.Components;
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/// <summary>
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/// Sets which sprite RSI is used for displaying the fire visuals and what state to use based on the fire stacks
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/// accumulated.
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/// </summary>
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[RegisterComponent]
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public sealed class FireVisualsComponent : Component
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{
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[DataField("fireStackAlternateState")]
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public int FireStackAlternateState = 3;
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[DataField("normalState")]
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public string? NormalState;
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[DataField("alternateState")]
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public string? AlternateState;
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[DataField("sprite")]
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public string? Sprite;
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}
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59
Content.Client/Atmos/EntitySystems/FireVisualizerSystem.cs
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59
Content.Client/Atmos/EntitySystems/FireVisualizerSystem.cs
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using Content.Client.Atmos.Components;
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using Content.Shared.Atmos;
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using Robust.Client.GameObjects;
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namespace Content.Client.Atmos.EntitySystems;
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/// <summary>
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/// This handles the display of fire effects on flammable entities.
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/// </summary>
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public sealed class FireVisualizerSystem : VisualizerSystem<FireVisualsComponent>
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<FireVisualsComponent, ComponentInit>(OnComponentInit);
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}
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private void OnComponentInit(EntityUid uid, FireVisualsComponent component, ComponentInit args)
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{
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if (!TryComp<SpriteComponent>(uid, out var sprite))
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return;
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sprite.LayerMapReserveBlank(FireVisualLayers.Fire);
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sprite.LayerSetVisible(FireVisualLayers.Fire, false);
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sprite.LayerSetShader(FireVisualLayers.Fire, "unshaded");
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}
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protected override void OnAppearanceChange(EntityUid uid, FireVisualsComponent component, ref AppearanceChangeEvent args)
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{
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if (!args.Component.TryGetData(FireVisuals.OnFire, out bool onFire) ||
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!TryComp<SpriteComponent>(component.Owner, out var sprite))
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return;
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var fireStacks = 0f;
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if (args.Component.TryGetData(FireVisuals.FireStacks, out float stacks))
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fireStacks = stacks;
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SetOnFire(sprite, args.Component, component, onFire, fireStacks);
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}
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private void SetOnFire(SpriteComponent sprite, AppearanceComponent appearance, FireVisualsComponent component, bool onFire, float fireStacks)
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{
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if (component.Sprite != null)
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sprite.LayerSetRSI(FireVisualLayers.Fire, component.Sprite);
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sprite.LayerSetVisible(FireVisualLayers.Fire, onFire);
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if(fireStacks > component.FireStackAlternateState && !string.IsNullOrEmpty(component.AlternateState))
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sprite.LayerSetState(FireVisualLayers.Fire, component.AlternateState);
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else
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sprite.LayerSetState(FireVisualLayers.Fire, component.NormalState);
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}
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}
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public enum FireVisualLayers : byte
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{
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Fire
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}
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@@ -1,38 +0,0 @@
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using Content.Shared.Atmos.Visuals;
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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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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Client.Atmos.Visualizers
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{
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[UsedImplicitly]
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public sealed class AtmosPlaqueVisualizer : AppearanceVisualizer
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{
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[DataField("layer")]
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private int Layer { get; }
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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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IoCManager.Resolve<IEntityManager>().GetComponentOrNull<SpriteComponent>(entity);
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}
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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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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(component.Owner, out SpriteComponent? sprite))
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{
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return;
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}
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if (!component.TryGetData(AtmosPlaqueVisuals.State, out string state))
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{
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sprite.LayerSetState(Layer, state);
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}
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}
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}
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}
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@@ -1,73 +0,0 @@
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using Content.Shared.Atmos;
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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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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Client.Atmos.Visualizers
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{
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[UsedImplicitly]
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public sealed class FireVisualizer : AppearanceVisualizer
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{
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[DataField("fireStackAlternateState")]
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private int _fireStackAlternateState = 3;
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[DataField("normalState")]
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private string? _normalState;
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[DataField("alternateState")]
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private string? _alternateState;
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[DataField("sprite")]
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private string? _sprite;
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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<ISpriteComponent>(entity);
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sprite.LayerMapReserveBlank(FireVisualLayers.Fire);
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sprite.LayerSetVisible(FireVisualLayers.Fire, false);
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sprite.LayerSetShader(FireVisualLayers.Fire, "unshaded");
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}
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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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if (component.TryGetData(FireVisuals.OnFire, out bool onFire))
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{
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var fireStacks = 0f;
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if (component.TryGetData(FireVisuals.FireStacks, out float stacks))
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fireStacks = stacks;
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SetOnFire(component, onFire, fireStacks);
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}
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}
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private void SetOnFire(AppearanceComponent component, bool onFire, float fireStacks)
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{
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var sprite = IoCManager.Resolve<IEntityManager>().GetComponent<ISpriteComponent>(component.Owner);
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if (_sprite != null)
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{
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sprite.LayerSetRSI(FireVisualLayers.Fire, _sprite);
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}
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sprite.LayerSetVisible(FireVisualLayers.Fire, onFire);
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if(fireStacks > _fireStackAlternateState && !string.IsNullOrEmpty(_alternateState))
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sprite.LayerSetState(FireVisualLayers.Fire, _alternateState);
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else
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sprite.LayerSetState(FireVisualLayers.Fire, _normalState);
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}
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}
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public enum FireVisualLayers : byte
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{
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Fire
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}
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}
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@@ -1,42 +0,0 @@
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using Content.Shared.Atmos.Components;
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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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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Client.Atmos.Visualizers
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{
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[UsedImplicitly]
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public sealed class GasAnalyzerVisualizer : AppearanceVisualizer
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{
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[DataField("state_off")]
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private string? _stateOff;
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[DataField("state_working")]
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private string? _stateWorking;
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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 entities = IoCManager.Resolve<IEntityManager>();
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if (!entities.TryGetComponent(component.Owner, out ISpriteComponent? sprite))
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{
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return;
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}
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if (component.TryGetData(GasAnalyzerVisuals.VisualState, out GasAnalyzerVisualState visualState))
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{
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switch (visualState)
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{
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case GasAnalyzerVisualState.Off:
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sprite.LayerSetState(0, _stateOff);
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break;
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case GasAnalyzerVisualState.Working:
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sprite.LayerSetState(0, _stateWorking);
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break;
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}
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}
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}
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}
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}
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@@ -1,56 +0,0 @@
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using Content.Shared.Atmos.Piping.Binary.Components;
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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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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Client.Atmos.Visualizers
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{
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[UsedImplicitly]
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public sealed class GasCanisterVisualizer : AppearanceVisualizer
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{
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[DataField("pressureStates")]
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private readonly string[] _statePressure = {"", "", "", ""};
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[DataField("insertedTankState")]
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private readonly string _insertedTankState = string.Empty;
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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<ISpriteComponent>(entity);
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sprite.LayerMapSet(Layers.PressureLight, sprite.AddLayerState(_statePressure[0]));
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sprite.LayerSetShader(Layers.PressureLight, "unshaded");
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sprite.LayerMapSet(Layers.TankInserted, sprite.AddLayerState(_insertedTankState));
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sprite.LayerSetVisible(Layers.TankInserted, false);
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}
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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 entities = IoCManager.Resolve<IEntityManager>();
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if (!entities.TryGetComponent(component.Owner, out ISpriteComponent? sprite))
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{
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return;
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}
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// Update the canister lights
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if (component.TryGetData(GasCanisterVisuals.PressureState, out int pressureState))
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if ((pressureState >= 0) && (pressureState < _statePressure.Length))
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sprite.LayerSetState(Layers.PressureLight, _statePressure[pressureState]);
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if(component.TryGetData(GasCanisterVisuals.TankInserted, out bool inserted))
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sprite.LayerSetVisible(Layers.TankInserted, inserted);
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}
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private enum Layers
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{
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PressureLight,
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TankInserted,
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}
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}
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}
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@@ -1,51 +0,0 @@
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using Content.Shared.Atmos.Piping.Unary.Components;
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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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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Client.Atmos.Visualizers
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{
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[UsedImplicitly]
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public sealed class GasPortableVisualizer : AppearanceVisualizer
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{
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[DataField("stateConnected")]
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private string? _stateConnected;
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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<ISpriteComponent>(entity);
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if (_stateConnected != null)
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{
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sprite.LayerMapSet(Layers.ConnectedToPort, sprite.AddLayerState(_stateConnected));
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sprite.LayerSetVisible(Layers.ConnectedToPort, false);
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}
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}
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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 entities = IoCManager.Resolve<IEntityManager>();
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if (!entities.TryGetComponent(component.Owner, out ISpriteComponent? sprite))
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{
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return;
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}
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// Update the visuals : Is the canister connected to a port or not
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if (component.TryGetData(GasPortableVisuals.ConnectedState, out bool isConnected))
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{
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sprite.LayerSetVisible(Layers.ConnectedToPort, isConnected);
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}
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}
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private enum Layers : byte
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{
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ConnectedToPort,
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}
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}
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}
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