CatStation/Content.Client/PowerCell/PowerChargerVisualizerSystem.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

40 lines
1.4 KiB
C#

using Content.Shared.Power.Components;
using Robust.Client.GameObjects;
namespace Content.Client.PowerCell;
public sealed partial class PowerChargerVisualizerSystem : VisualizerSystem<PowerChargerVisualsComponent>
{
protected override void OnAppearanceChange(EntityUid uid, PowerChargerVisualsComponent comp, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
// Update base item
if (args.TryGetData<bool>(CellVisual.Occupied, out var occupied) && occupied)
{
// TODO: don't throw if it doesn't have a full state
SpriteSystem.LayerSetRsiState((uid, args.Sprite), PowerChargerVisualLayers.Base, comp.OccupiedState);
}
else
{
SpriteSystem.LayerSetRsiState((uid, args.Sprite), PowerChargerVisualLayers.Base, comp.EmptyState);
}
// Update lighting
if (args.TryGetData<CellChargerStatus>(CellVisual.Light, out var status)
&& comp.LightStates.TryGetValue(status, out var lightState))
{
SpriteSystem.LayerSetRsiState((uid, args.Sprite), PowerChargerVisualLayers.Light, lightState);
SpriteSystem.LayerSetVisible((uid, args.Sprite), PowerChargerVisualLayers.Light, true);
}
else
SpriteSystem.LayerSetVisible((uid, args.Sprite), PowerChargerVisualLayers.Light, false);
}
}
public enum PowerChargerVisualLayers : byte
{
Base,
Light,
}