LockVisualizer (#25224)
* LockVisualizer * Fix state * Clean some code * Make it component, fix tests fail * Fix for StateUnlocked Now it is possible to manually set the unlocked state and it will work! * Optimize LockVisualizer, add check for unlocked state * No todo I guess
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38
Content.Client/Lock/Visualizers/LockVisualizerSystem.cs
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38
Content.Client/Lock/Visualizers/LockVisualizerSystem.cs
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@@ -0,0 +1,38 @@
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using Content.Shared.Storage;
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using Content.Shared.Lock;
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using Robust.Client.GameObjects;
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namespace Content.Client.Lock.Visualizers;
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public sealed class LockVisualizerSystem : VisualizerSystem<LockVisualsComponent>
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{
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protected override void OnAppearanceChange(EntityUid uid, LockVisualsComponent comp, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null
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|| !AppearanceSystem.TryGetData<bool>(uid, LockVisuals.Locked, out _, args.Component))
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return;
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// Lock state for the entity.
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if (!AppearanceSystem.TryGetData<bool>(uid, LockVisuals.Locked, out var locked, args.Component))
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locked = true;
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var unlockedStateExist = args.Sprite.BaseRSI?.TryGetState(comp.StateUnlocked, out _);
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if (AppearanceSystem.TryGetData<bool>(uid, StorageVisuals.Open, out var open, args.Component))
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{
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args.Sprite.LayerSetVisible(LockVisualLayers.Lock, !open);
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}
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else if (!(bool) unlockedStateExist!)
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args.Sprite.LayerSetVisible(LockVisualLayers.Lock, locked);
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if (!open && (bool) unlockedStateExist!)
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{
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args.Sprite.LayerSetState(LockVisualLayers.Lock, locked ? comp.StateLocked : comp.StateUnlocked);
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}
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}
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}
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public enum LockVisualLayers : byte
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{
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Lock
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}
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20
Content.Client/Lock/Visualizers/LockVisualsComponent.cs
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20
Content.Client/Lock/Visualizers/LockVisualsComponent.cs
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@@ -0,0 +1,20 @@
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namespace Content.Client.Lock.Visualizers;
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[RegisterComponent]
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[Access(typeof(LockVisualizerSystem))]
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public sealed partial class LockVisualsComponent : Component
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{
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/// <summary>
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/// The RSI state used for the lock indicator while the entity is locked.
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/// </summary>
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[DataField("stateLocked")]
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[ViewVariables(VVAccess.ReadWrite)]
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public string? StateLocked = "locked";
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/// <summary>
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/// The RSI state used for the lock indicator entity is unlocked.
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/// </summary>
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[DataField("stateUnlocked")]
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[ViewVariables(VVAccess.ReadWrite)]
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public string? StateUnlocked = "unlocked";
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}
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@@ -1,7 +1,5 @@
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using Content.Client.Storage.Visualizers;
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using Content.Shared.Singularity.Components;
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using Content.Shared.Singularity.Components;
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using Content.Shared.Singularity.EntitySystems;
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using Content.Shared.Storage;
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using Robust.Client.GameObjects;
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namespace Content.Client.Singularity.Systems;
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@@ -21,14 +19,6 @@ public sealed class EmitterSystem : SharedEmitterSystem
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if (args.Sprite == null)
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return;
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if (args.Sprite.LayerMapTryGet(StorageVisualLayers.Lock, out var lockLayer))
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{
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if (!_appearance.TryGetData<bool>(uid, StorageVisuals.Locked, out var locked, args.Component))
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locked = false;
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args.Sprite.LayerSetVisible(lockLayer, locked);
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}
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if (!_appearance.TryGetData<EmitterVisualState>(uid, EmitterVisuals.VisualState, out var state, args.Component))
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state = EmitterVisualState.Off;
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@@ -70,25 +70,11 @@ public sealed class EntityStorageVisualizerSystem : VisualizerSystem<EntityStora
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args.Sprite.LayerSetState(StorageVisualLayers.Base, comp.StateBaseClosed);
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}
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}
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// Lock state for the storage entity. TODO: Split into its own visualizer.
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if (AppearanceSystem.TryGetData<bool>(uid, StorageVisuals.CanLock, out var canLock, args.Component) && canLock)
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{
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if (!AppearanceSystem.TryGetData<bool>(uid, StorageVisuals.Locked, out var locked, args.Component))
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locked = true;
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args.Sprite.LayerSetVisible(StorageVisualLayers.Lock, !open);
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if (!open)
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{
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args.Sprite.LayerSetState(StorageVisualLayers.Lock, locked ? comp.StateLocked : comp.StateUnlocked);
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}
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}
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}
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}
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public enum StorageVisualLayers : byte
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{
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Base,
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Door,
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Lock
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Door
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}
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@@ -32,20 +32,6 @@ public sealed partial class EntityStorageVisualsComponent : Component
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[ViewVariables(VVAccess.ReadWrite)]
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public string? StateDoorClosed;
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/// <summary>
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/// The RSI state used for the lock indicator while the storage is locked.
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/// </summary>
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[DataField("stateLocked")]
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[ViewVariables(VVAccess.ReadWrite)]
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public string? StateLocked = "locked";
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/// <summary>
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/// The RSI state used for the lock indicator while the storage is unlocked.
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/// </summary>
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[DataField("stateUnlocked")]
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[ViewVariables(VVAccess.ReadWrite)]
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public string? StateUnlocked = "unlocked";
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/// <summary>
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/// The drawdepth the object has when it's open
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/// </summary>
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