CatStation/Content.Client/ParticleAccelerator/ParticleAcceleratorPartVisualizerSystem.cs
DrSmugleaf 65f5f67cd5
Make every EntitySystem partial (#45220)
* Make every EntitySystem partial

* Oobs thats for a diff PR

* Also oops on that one

* Test systems

* git are we fr

* Update file templates

* cleanup empty classes while we are here

* forgor

---------

Co-authored-by: AJCM-git <ajcm_mail@disroot.org>
2026-08-14 18:24:47 +00:00

31 lines
1.2 KiB
C#

using Content.Shared.Singularity.Components;
using Robust.Client.GameObjects;
namespace Content.Client.ParticleAccelerator;
public sealed partial class ParticleAcceleratorPartVisualizerSystem : VisualizerSystem<ParticleAcceleratorPartVisualsComponent>
{
protected override void OnAppearanceChange(EntityUid uid, ParticleAcceleratorPartVisualsComponent comp, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
if (!SpriteSystem.LayerMapTryGet((uid, args.Sprite), ParticleAcceleratorVisualLayers.Unlit, out var index, false))
return;
if (!AppearanceSystem.TryGetData<ParticleAcceleratorVisualState>(uid, ParticleAcceleratorVisuals.VisualState, out var state, args.Component))
{
state = ParticleAcceleratorVisualState.Unpowered;
}
if (state != ParticleAcceleratorVisualState.Unpowered)
{
SpriteSystem.LayerSetVisible((uid, args.Sprite), index, true);
SpriteSystem.LayerSetRsiState((uid, args.Sprite), index, comp.StateBase + comp.StatesSuffixes[state]);
}
else
{
SpriteSystem.LayerSetVisible((uid, args.Sprite), index, false);
}
}
}