CatStation/Content.Client/Materials/RecyclerVisualizerSystem.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

27 lines
1.1 KiB
C#

using Content.Shared.Conveyor;
using Content.Shared.Materials;
using Robust.Client.GameObjects;
namespace Content.Client.Materials;
public sealed partial class RecyclerVisualizerSystem : VisualizerSystem<RecyclerVisualsComponent>
{
protected override void OnAppearanceChange(EntityUid uid, RecyclerVisualsComponent component, ref AppearanceChangeEvent args)
{
if (args.Sprite == null || !SpriteSystem.LayerMapTryGet((uid, args.Sprite), RecyclerVisualLayers.Main, out var layer, false))
return;
AppearanceSystem.TryGetData<ConveyorState>(uid, ConveyorVisuals.State, out var running);
AppearanceSystem.TryGetData<bool>(uid, RecyclerVisuals.Bloody, out var bloody);
AppearanceSystem.TryGetData<bool>(uid, RecyclerVisuals.Broken, out var broken);
var activityState = running == ConveyorState.Off ? 0 : 1;
if (broken) //breakage overrides activity
activityState = 2;
var bloodyKey = bloody ? component.BloodyKey : string.Empty;
var state = $"{component.BaseKey}{activityState}{bloodyKey}";
SpriteSystem.LayerSetRsiState((uid, args.Sprite), layer, state);
}
}