6
2026-01-18 12:53:36 +03:00

46 lines
1.6 KiB
C#

using Content.Client.Items;
using Content.Client.Tools.Components;
using Content.Client.Tools.UI;
using Content.Shared.Tools.Components;
using Robust.Client.GameObjects;
using SharedToolSystem = Content.Shared.Tools.Systems.SharedToolSystem;
namespace Content.Client.Tools
{
public sealed class ToolSystem : SharedToolSystem
{
[Dependency] private readonly SpriteSystem _sprite = default!;
public override void Initialize()
{
base.Initialize();
Subs.ItemStatus<WelderComponent>(ent => new WelderStatusControl(ent, EntityManager, this));
Subs.ItemStatus<MultipleToolComponent>(ent => new MultipleToolStatusControl(ent));
}
public override void SetMultipleTool(EntityUid uid,
MultipleToolComponent? multiple = null,
ToolComponent? tool = null,
bool playSound = false,
EntityUid? user = null)
{
if (!Resolve(uid, ref multiple))
return;
base.SetMultipleTool(uid, multiple, tool, playSound, user);
multiple.UiUpdateNeeded = true;
// TODO replace this with appearance + visualizer
// in order to convert this to a specifier, the manner in which the sprite is specified in yaml needs to be updated.
if (multiple.Entries.Length > multiple.CurrentEntry && TryComp(uid, out SpriteComponent? sprite))
{
var current = multiple.Entries[multiple.CurrentEntry];
if (current.Sprite != null)
_sprite.LayerSetSprite((uid, sprite), 0, current.Sprite);
}
}
}
}