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https://github.com/space-syndicate/space-station-14.git
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* 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
53 lines
2.3 KiB
C#
53 lines
2.3 KiB
C#
using Content.Shared.APC;
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using Robust.Client.GameObjects;
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namespace Content.Client.Power.APC;
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/// <summary>
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/// A system to update the screen and the channel indicators for an APC.
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/// </summary>
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public sealed partial class ApcVisualizerSystem : VisualizerSystem<ApcVisualsComponent>
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{
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[Dependency] private SharedPointLightSystem _lights = default!;
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[Dependency] private EntityQuery<PointLightComponent> _pointLightQuery = default!;
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/// <inheritdoc/>
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protected override void OnAppearanceChange(EntityUid uid, ApcVisualsComponent comp, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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// Handle APC screen overlay and channel markers.
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if (!args.TryGetData<ApcChargeState>(ApcVisuals.ChargeState, out var chargeState))
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chargeState = ApcChargeState.Lack;
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if (chargeState < ApcChargeState.NumStates)
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{
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var screenState = comp.ScreenStateSuffixes[(byte)chargeState] is { } screenSuffix ? $"{comp.ScreenStatePrefix}-{screenSuffix}" : null;
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), ApcVisualLayers.ChargeState, screenState);
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// Unlike the charge state, we don't have an emag with special visuals, everything's in the array.
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if (!args.TryGetData<ApcChannelState>(ApcVisuals.ChannelState, out var channelState)
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|| channelState >= ApcChannelState.NumStates)
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{
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channelState = ApcChannelState.Off;
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}
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var state = comp.ChannelIndicatorSuffixes[(byte)channelState] is { } channelSuffix ? $"{comp.ChannelIndicatorPrefix}-{channelSuffix}" : null;
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), ApcVisualLayers.Equipment, state);
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SpriteSystem.LayerSetVisible((uid, args.Sprite), ApcVisualLayers.Equipment, true);
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if (_pointLightQuery.TryComp(uid, out var light))
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_lights.SetColor(uid, comp.ScreenColors[(byte)chargeState], light);
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}
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else
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{
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), ApcVisualLayers.ChargeState, comp.EmaggedScreenState);
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SpriteSystem.LayerSetVisible((uid, args.Sprite), ApcVisualLayers.Equipment, false);
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if (_pointLightQuery.TryComp(uid, out var light))
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_lights.SetColor(uid, comp.EmaggedScreenColor, light);
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}
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}
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}
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