CatStation/Content.Client/Power/APC/ApcVisualizerSystem.cs
Whatstone 2f3cedbf78
APC: add visual states for breaker trips, power delivery (#44127)
* APC: breaker/channel state

* Remove unfilled param tags

* revert ApcLockState.LogWidth change

* Remove local trigger var (unneeded)

* Fix blue pixel in channel-disconnected.png

* clown ops

* DataField attribute cleanup, 4-space meta.json

* Denser APC meta.json

* APC visuals: lock is kill!

* APCVisuals cleanup & comments

* comment public API

* Fix meta.json

* APC changes suggested by Pok27

Co-authored-by: Pok27 <113675512+Pok27@users.noreply.github.com>

* actually readable ApcVisualLayers comments

* goober

* "ApcVisualsComponent", better null description

* SPACE

* finish incomplete SharedApc comments, inheritdocs

* fix tripped east-facing light

* fix APC screen offsets

* Apply AJCM's suggestions

* SPACE

* MORE SPACE

* a million line constructor

---------

Co-authored-by: Pok27 <113675512+Pok27@users.noreply.github.com>
2026-08-14 15:19:53 +00:00

53 lines
2.4 KiB
C#

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