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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> port bar sings selection, as well as corrections for the same from wizards. prs: https://github.com/space-wizards/space-station-14/pull/29068 https://github.com/space-wizards/space-station-14/pull/33467 https://github.com/space-wizards/space-station-14/pull/35490 https://github.com/space-wizards/space-station-14/pull/31517 https://github.com/space-wizards/space-station-14/pull/35296 --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [x] Task - [x] Completed Task --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>   </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 EmoGarbage404, Winkarst-cpu, robinthedragon, spderman3333, lzk228 and Will-Oliver-Br - add: The design on the bar sign can now be changed via a menu. - add: Bar signs now have a maintenance panel and AI can interact with them. - add: New barsign Maltroach (based on sign by MoffNyan, from tgstation) - tweak: Electronic bar signs can now be destroyed. - fix: Fix stray pixel in officer beersky barsign --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: Winkarst <74284083+Winkarst-cpu@users.noreply.github.com> Co-authored-by: Winkarst <74284083+Winkarst-cpu@users.noreply.github.co> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: spderman3333 <118777573+spderman3333@users.noreply.github.com> Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com> Co-authored-by: robinthedragon <92946919+robinthedragon@users.noreply.github.com> (cherry picked from commit 7f00e12904dee186ca356c8df3a8577b6c8d8ceb)
54 lines
1.8 KiB
C#
54 lines
1.8 KiB
C#
using Content.Client.BarSign.Ui;
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using Content.Shared.BarSign;
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using Content.Shared.Power;
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using Robust.Client.GameObjects;
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using Robust.Shared.Prototypes;
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namespace Content.Client.BarSign;
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public sealed class BarSignSystem : VisualizerSystem<BarSignComponent>
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly UserInterfaceSystem _ui = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BarSignComponent, AfterAutoHandleStateEvent>(OnAfterAutoHandleState);
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}
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private void OnAfterAutoHandleState(EntityUid uid, BarSignComponent component, ref AfterAutoHandleStateEvent args)
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{
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if (_ui.TryGetOpenUi<BarSignBoundUserInterface>(uid, BarSignUiKey.Key, out var bui))
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bui.Update(component.Current);
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UpdateAppearance(uid, component);
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}
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protected override void OnAppearanceChange(EntityUid uid, BarSignComponent component, ref AppearanceChangeEvent args)
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{
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UpdateAppearance(uid, component, args.Component, args.Sprite);
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}
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private void UpdateAppearance(EntityUid id, BarSignComponent sign, AppearanceComponent? appearance = null, SpriteComponent? sprite = null)
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{
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if (!Resolve(id, ref appearance, ref sprite))
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return;
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AppearanceSystem.TryGetData<bool>(id, PowerDeviceVisuals.Powered, out var powered, appearance);
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if (powered
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&& sign.Current != null
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&& _prototypeManager.TryIndex(sign.Current, out var proto))
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{
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sprite.LayerSetSprite(0, proto.Icon);
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sprite.LayerSetShader(0, "unshaded");
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}
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else
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{
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sprite.LayerSetState(0, "empty");
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sprite.LayerSetShader(0, null, null);
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}
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}
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}
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