CatStation/Content.Client/Construction/FlatpackSystem.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

49 lines
1.5 KiB
C#

using Content.Shared.Construction;
using Content.Shared.Construction.Components;
using Robust.Client.GameObjects;
using Robust.Shared.Prototypes;
namespace Content.Client.Construction;
/// <inheritdoc/>
public sealed partial class FlatpackSystem : SharedFlatpackSystem
{
[Dependency] private AppearanceSystem _appearance = default!;
[Dependency] private SpriteSystem _sprite = default!;
/// <inheritdoc/>
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FlatpackComponent, AppearanceChangeEvent>(OnAppearanceChange);
}
private void OnAppearanceChange(Entity<FlatpackComponent> ent, ref AppearanceChangeEvent args)
{
var (_, comp) = ent;
if (args.Sprite == null || !args.TryGetData<string>(FlatpackVisuals.Machine, out var machineBoardId))
return;
if (!ProtoMan.TryIndex<EntityPrototype>(machineBoardId, out var machineBoardPrototype))
return;
if (!machineBoardPrototype.TryComp(out SpriteComponent? sprite, EntityManager.ComponentFactory))
return;
Color? color = null;
foreach (var layer in sprite.AllLayers)
{
if (layer.RsiState.Name is not { } spriteState)
continue;
if (!comp.BoardColors.TryGetValue(spriteState, out var c))
continue;
color = c;
break;
}
if (color != null)
_sprite.LayerSetColor((ent.Owner, args.Sprite), FlatpackVisualLayers.Overlay, color.Value);
}
}