CatStation/Content.Client/AlertLevel/AlertLevelDisplaySystem.cs
slarticodefast 0b5bacf5c2
Refactor and predict Alert Levels (#41122)
* prediction

* fix

* reviews

* warnings

* cleanup

* grupdate

* bruh

---------

Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
2026-07-27 05:11:33 +00:00

37 lines
1.4 KiB
C#

using System.Linq;
using Content.Shared.AlertLevel;
using Robust.Client.GameObjects;
using Robust.Shared.Prototypes;
namespace Content.Client.AlertLevel;
public sealed partial class AlertLevelDisplaySystem : EntitySystem
{
[Dependency] private SpriteSystem _sprite = default!;
[Dependency] private SharedAppearanceSystem _appearance = default!;
[SubscribeLocalEvent]
private void OnAppearanceChange(EntityUid uid, AlertLevelDisplayComponent alertLevelDisplay, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
{
return;
}
var layer = _sprite.LayerMapReserve((uid, args.Sprite), AlertLevelDisplay.Layer);
if (_appearance.TryGetData<bool>(uid, AlertLevelDisplay.Powered, out var powered, component: args.Component))
{
_sprite.LayerSetVisible((uid, args.Sprite), layer, powered);
}
if (!_appearance.TryGetData<ProtoId<AlertLevelPrototype>>(uid, AlertLevelDisplay.CurrentLevel, out var level, component: args.Component))
{
_sprite.LayerSetRsiState((uid, args.Sprite), layer, alertLevelDisplay.AlertVisuals.Values.First());
return;
}
_sprite.LayerSetRsiState((uid, args.Sprite),
layer,
alertLevelDisplay.AlertVisuals.GetValueOrDefault(level) ?? alertLevelDisplay.AlertVisuals.Values.First());
}
}