112 lines
4.4 KiB
C#
112 lines
4.4 KiB
C#
using Content.Shared.SprayPainter.Prototypes;
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using Content.Shared.Storage;
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using Robust.Client.GameObjects;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Storage.Visualizers;
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public sealed class EntityStorageVisualizerSystem : VisualizerSystem<EntityStorageVisualsComponent>
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IComponentFactory _componentFactory = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EntityStorageVisualsComponent, ComponentInit>(OnComponentInit);
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}
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/// <summary>
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/// Sets the base sprite to this layer. Exists to make the inheritance tree less boilerplate-y.
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/// </summary>
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private void OnComponentInit(EntityUid uid, EntityStorageVisualsComponent comp, ComponentInit args)
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{
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if (comp.StateBaseClosed == null)
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return;
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comp.StateBaseOpen ??= comp.StateBaseClosed;
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if (!TryComp<SpriteComponent>(uid, out var sprite))
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return;
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SpriteSystem.LayerSetRsiState((uid, sprite), StorageVisualLayers.Base, comp.StateBaseClosed);
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}
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protected override void OnAppearanceChange(EntityUid uid,
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EntityStorageVisualsComponent comp,
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ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null
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|| !AppearanceSystem.TryGetData<bool>(uid, StorageVisuals.Open, out var open, args.Component))
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return;
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var forceRedrawBase = false;
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if (AppearanceSystem.TryGetData<string>(uid, PaintableVisuals.Prototype, out var prototype, args.Component))
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{
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if (_prototypeManager.TryIndex(prototype, out var proto))
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{
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if (proto.TryGetComponent(out SpriteComponent? sprite, _componentFactory))
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{
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SpriteSystem.SetBaseRsi((uid, args.Sprite), sprite.BaseRSI);
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}
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if (proto.TryGetComponent(out EntityStorageVisualsComponent? visuals, _componentFactory))
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{
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comp.StateBaseOpen = visuals.StateBaseOpen;
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comp.StateBaseClosed = visuals.StateBaseClosed;
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comp.StateDoorOpen = visuals.StateDoorOpen;
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comp.StateDoorClosed = visuals.StateDoorClosed;
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forceRedrawBase = true;
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}
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}
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}
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// Open/Closed state for the storage entity.
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if (args.Sprite.LayerMapTryGet(StorageVisualLayers.Door, out _, false))
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{
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if (open)
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{
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if (comp.OpenDrawDepth != null)
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args.Sprite.DrawDepth = comp.OpenDrawDepth.Value;
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if (comp.StateDoorOpen != null)
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{
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args.Sprite.LayerSetState(StorageVisualLayers.Door, comp.StateDoorOpen);
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args.Sprite.LayerSetVisible(StorageVisualLayers.Door, true);
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}
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else
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{
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args.Sprite.LayerSetVisible(StorageVisualLayers.Door, false);
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}
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if (comp.StateBaseOpen != null)
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), StorageVisualLayers.Base, comp.StateBaseOpen);
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else if (forceRedrawBase && comp.StateBaseClosed != null)
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), StorageVisualLayers.Base, comp.StateBaseClosed);
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}
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else
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{
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if (comp.ClosedDrawDepth != null)
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args.Sprite.DrawDepth = comp.ClosedDrawDepth.Value;
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if (comp.StateDoorClosed != null)
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{
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args.Sprite.LayerSetState(StorageVisualLayers.Door, comp.StateDoorClosed);
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args.Sprite.LayerSetVisible(StorageVisualLayers.Door, true);
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}
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else
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args.Sprite.LayerSetVisible(StorageVisualLayers.Door, false);
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if (comp.StateBaseClosed != null)
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), StorageVisualLayers.Base, comp.StateBaseClosed);
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else if (forceRedrawBase && comp.StateBaseOpen != null)
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), StorageVisualLayers.Base, comp.StateBaseOpen);
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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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}
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