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BarSignSystem.cs
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53 lines (44 loc) · 1.82 KB
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using Content.Client.BarSign.Ui;
using Content.Shared.BarSign;
using Content.Shared.Power;
using Robust.Client.GameObjects;
using Robust.Shared.Prototypes;
namespace Content.Client.BarSign;
public sealed class BarSignSystem : VisualizerSystem<BarSignComponent>
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly UserInterfaceSystem _ui = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BarSignComponent, AfterAutoHandleStateEvent>(OnAfterAutoHandleState);
}
private void OnAfterAutoHandleState(EntityUid uid, BarSignComponent component, ref AfterAutoHandleStateEvent args)
{
if (_ui.TryGetOpenUi<BarSignBoundUserInterface>(uid, BarSignUiKey.Key, out var bui))
bui.Update(component.Current);
UpdateAppearance(uid, component);
}
protected override void OnAppearanceChange(EntityUid uid, BarSignComponent component, ref AppearanceChangeEvent args)
{
UpdateAppearance(uid, component, args.Component, args.Sprite);
}
private void UpdateAppearance(EntityUid id, BarSignComponent sign, AppearanceComponent? appearance = null, SpriteComponent? sprite = null)
{
if (!Resolve(id, ref appearance, ref sprite))
return;
AppearanceSystem.TryGetData<bool>(id, PowerDeviceVisuals.Powered, out var powered, appearance);
if (powered
&& sign.Current != null
&& _prototypeManager.Resolve(sign.Current, out var proto))
{
SpriteSystem.LayerSetSprite((id, sprite), 0, proto.Icon);
sprite.LayerSetShader(0, "unshaded");
}
else
{
SpriteSystem.LayerSetRsiState((id, sprite), 0, "empty");
sprite.LayerSetShader(0, null, null);
}
}
}