CatStation/Content.Client/Atmos/Monitor/AtmosAlarmableVisualsSystem.cs
Whatstone d9ffbf1d03
Cleanup: AppearanceSystem.TryGetData to AppearanceChangeEvent.TryGetData (#45373)
* First impl. of appearance TryGetData cleanup

* Handful of fixes

* DamageVisuals: fix HandleDamage call, inheritdoc

* bunch of unused AppearanceSystem instances

* Handful more unused appearance systems, inheritdoc

* JetpackSystem: Ent<T>

* cleanup roundup, more Ent<T>

* a few lingering AppearanceSystem.TryGetData calls

* more lingering AppearanceData access

* Remove unnecessary inheritdoc

* once again, with feeling
2026-10-05 00:45:37 +00:00

43 lines
1.7 KiB
C#

using Content.Shared.Atmos.Monitor;
using Content.Shared.Power;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
namespace Content.Client.Atmos.Monitor;
public sealed partial class AtmosAlarmableVisualsSystem : VisualizerSystem<AtmosAlarmableVisualsComponent>
{
protected override void OnAppearanceChange(EntityUid uid, AtmosAlarmableVisualsComponent component, ref AppearanceChangeEvent args)
{
if (args.Sprite == null || !SpriteSystem.LayerMapTryGet((uid, args.Sprite), component.LayerMap, out var layer, false))
return;
if (!args.TryGetData<bool>(PowerDeviceVisuals.Powered, out var powered))
return;
if (component.HideOnDepowered != null)
{
foreach (var visLayer in component.HideOnDepowered)
{
if (SpriteSystem.LayerMapTryGet((uid, args.Sprite), visLayer, out var powerVisibilityLayer, false))
SpriteSystem.LayerSetVisible((uid, args.Sprite), powerVisibilityLayer, powered);
}
}
if (component.SetOnDepowered != null && !powered)
{
foreach (var (setLayer, powerState) in component.SetOnDepowered)
{
if (SpriteSystem.LayerMapTryGet((uid, args.Sprite), setLayer, out var setStateLayer, false))
SpriteSystem.LayerSetRsiState((uid, args.Sprite), setStateLayer, new RSI.StateId(powerState));
}
}
if (args.TryGetData<AtmosAlarmType>(AtmosMonitorVisuals.AlarmType, out var alarmType)
&& powered
&& component.AlarmStates.TryGetValue(alarmType, out var state))
{
SpriteSystem.LayerSetRsiState((uid, args.Sprite), layer, new RSI.StateId(state));
}
}
}