Files
wwdpublic/Content.Client/PowerCell/PowerChargerVisualizerSystem.cs
Spatison 54086988e3 Mass clean up (#587)
* mass clean up

(cherry picked from commit 12bb873b02c1ef50e20763542b030452cc0613da)

* Revert "Centrifuge buff (#393)"

This reverts commit 2a59a18230.

(cherry picked from commit 9ee495ab4bb365e1ccd3dc627ecb55114fea6944)

* Shoving merge conflict

* fix rich traitor

* fix test

* yml

* fix test

* fix test

* ohh
2025-06-16 20:35:48 +03:00

43 lines
1.4 KiB
C#

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,
ItemDisplay, // WD EDIT
}