CatStation/Content.Client/Doors/FirelockSystem.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

89 lines
3.6 KiB
C#

using Content.Client.Wires.Visualizers;
using Content.Shared.Doors.Components;
using Content.Shared.Doors.Systems;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
namespace Content.Client.Doors;
// TODO: Consolidate redundant code from the AirlockSystem.
/// <inheritdoc/>
public sealed partial class FirelockSystem : SharedFirelockSystem
{
[Dependency] private SpriteSystem _sprite = default!;
[Dependency] private EntityQuery<DoorComponent> _doorQuery;
/// <inheritdoc/>
protected override void OnComponentStartup(Entity<FirelockComponent> ent, ref ComponentStartup args)
{
base.OnComponentStartup(ent, ref args);
if (!_doorQuery.TryComp(ent.Owner, out var door))
return;
// Add animations if we have an unlit layer.
if (_sprite.LayerMapTryGet(ent.Owner, DoorVisualLayers.BaseUnlit, out _, logMissing: false))
{
door.ClosedSpriteStates.Add((DoorVisualLayers.BaseUnlit, ent.Comp.WarningLightSpriteState));
door.OpenSpriteStates.Add((DoorVisualLayers.BaseUnlit, ent.Comp.WarningLightSpriteState));
((Animation)door.OpeningAnimation).AnimationTracks.Add(
new AnimationTrackSpriteFlick
{
LayerKey = DoorVisualLayers.BaseUnlit,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(ent.Comp.OpeningLightSpriteState, 0f) },
}
);
((Animation)door.ClosingAnimation).AnimationTracks.Add(
new AnimationTrackSpriteFlick
{
LayerKey = DoorVisualLayers.BaseUnlit,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(ent.Comp.ClosingLightSpriteState, 0f) },
}
);
}
if (!ent.Comp.AnimatePanel)
return;
door.OpenSpriteStates.Add((WiresVisualLayers.MaintenancePanel, null));
door.ClosedSpriteStates.Add((WiresVisualLayers.MaintenancePanel, ent.Comp.OpenPanelSpriteState));
((Animation)door.OpeningAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick
{
LayerKey = WiresVisualLayers.MaintenancePanel,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(ent.Comp.OpeningPanelSpriteState, 0f) },
});
((Animation)door.ClosingAnimation).AnimationTracks.Add(new AnimationTrackSpriteFlick
{
LayerKey = WiresVisualLayers.MaintenancePanel,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(ent.Comp.ClosingPanelSpriteState, 0f) },
});
}
[SubscribeLocalEvent]
private void OnAppearanceChange(Entity<FirelockComponent> ent, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
if (!args.TryGetData<DoorState>(DoorVisuals.State, out var state))
state = DoorState.Closed;
var boltedVisible = args.TryGetData<bool>(DoorVisuals.BoltLights, out var lights) && lights;
var unlitVisible =
state == DoorState.Closing
|| state == DoorState.Opening
|| state == DoorState.Denying
|| args.TryGetData<bool>(DoorVisuals.ClosedLights, out var closedLights) && closedLights;
if (_sprite.LayerMapTryGet((ent, args.Sprite), DoorVisualLayers.BaseUnlit, out var unlitLayer, logMissing: false))
_sprite.LayerSetVisible((ent, args.Sprite), unlitLayer, unlitVisible && !boltedVisible);
if (_sprite.LayerMapTryGet((ent, args.Sprite), DoorVisualLayers.BaseBolted, out var boltedLayer, logMissing: false))
_sprite.LayerSetVisible((ent, args.Sprite), boltedLayer, boltedVisible);
}
}