using Content.Shared.SprayPainter.Prototypes; using Content.Shared.Storage; using Robust.Client.GameObjects; namespace Content.Client.Storage.Visualizers; public sealed partial class EntityStorageVisualizerSystem : VisualizerSystem { /// /// Sets the base sprite to this layer. Exists to make the inheritance tree less boilerplate-y. /// [SubscribeLocalEvent] private void OnComponentInit(Entity ent, ref ComponentInit args) { if (ent.Comp.StateBaseClosed == null) return; ent.Comp.StateBaseOpen ??= ent.Comp.StateBaseClosed; if (!TryComp(ent, out var sprite)) return; SpriteSystem.LayerSetRsiState((ent, sprite), StorageVisualLayers.Base, ent.Comp.StateBaseClosed); } protected override void OnAppearanceChange(EntityUid uid, EntityStorageVisualsComponent comp, ref AppearanceChangeEvent args) { if (args.Sprite == null || !args.TryGetData(StorageVisuals.Open, out var open)) return; var forceRedrawBase = false; if (args.TryGetData(PaintableVisuals.Prototype, out var prototype)) { if (ProtoMan.Resolve(prototype, out var proto)) { if (proto.TryComp(out SpriteComponent? sprite, Factory)) { SpriteSystem.SetBaseRsi((uid, args.Sprite), sprite.BaseRSI); } if (proto.TryComp(out EntityStorageVisualsComponent? visuals, Factory)) { comp.StateBaseOpen = visuals.StateBaseOpen; comp.StateBaseClosed = visuals.StateBaseClosed; comp.StateDoorOpen = visuals.StateDoorOpen; comp.StateDoorClosed = visuals.StateDoorClosed; forceRedrawBase = true; } } } // Open/Closed state for the storage entity. if (!SpriteSystem.LayerMapTryGet((uid, args.Sprite), StorageVisualLayers.Door, out _, false)) return; if (open) { if (comp.OpenDrawDepth != null) SpriteSystem.SetDrawDepth((uid, args.Sprite), comp.OpenDrawDepth.Value); if (comp.StateDoorOpen != null) { SpriteSystem.LayerSetRsiState((uid, args.Sprite), StorageVisualLayers.Door, comp.StateDoorOpen); SpriteSystem.LayerSetVisible((uid, args.Sprite), StorageVisualLayers.Door, true); } else { SpriteSystem.LayerSetVisible((uid, args.Sprite), StorageVisualLayers.Door, false); } if (comp.StateBaseOpen != null) SpriteSystem.LayerSetRsiState((uid, args.Sprite), StorageVisualLayers.Base, comp.StateBaseOpen); else if (forceRedrawBase && comp.StateBaseClosed != null) SpriteSystem.LayerSetRsiState((uid, args.Sprite), StorageVisualLayers.Base, comp.StateBaseClosed); } else { if (comp.ClosedDrawDepth != null) SpriteSystem.SetDrawDepth((uid, args.Sprite), comp.ClosedDrawDepth.Value); if (comp.StateDoorClosed != null) { SpriteSystem.LayerSetRsiState((uid, args.Sprite), StorageVisualLayers.Door, comp.StateDoorClosed); SpriteSystem.LayerSetVisible((uid, args.Sprite), StorageVisualLayers.Door, true); } else SpriteSystem.LayerSetVisible((uid, args.Sprite), StorageVisualLayers.Door, false); if (comp.StateBaseClosed != null) SpriteSystem.LayerSetRsiState((uid, args.Sprite), StorageVisualLayers.Base, comp.StateBaseClosed); else if (forceRedrawBase && comp.StateBaseOpen != null) SpriteSystem.LayerSetRsiState((uid, args.Sprite), StorageVisualLayers.Base, comp.StateBaseOpen); } } } public enum StorageVisualLayers : byte { Base, Door }