CatStation/Content.Client/Shuttles/ThrusterSystem.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

47 lines
1.6 KiB
C#

using Content.Shared.Shuttles.Components;
using Robust.Client.GameObjects;
namespace Content.Client.Shuttles;
/// <summary>
/// Handles making a thruster visibly turn on/emit an exhaust plume according to its state.
/// </summary>
public sealed partial class ThrusterSystem : VisualizerSystem<ThrusterComponent>
{
/// <summary>
/// Updates whether or not the thruster is visibly active/thrusting.
/// </summary>
protected override void OnAppearanceChange(EntityUid uid, ThrusterComponent comp, ref AppearanceChangeEvent args)
{
if (args.Sprite == null
|| !args.TryGetData<bool>(ThrusterVisualState.State, out var state))
return;
SpriteSystem.LayerSetVisible((uid, args.Sprite), ThrusterVisualLayers.ThrustOn, state);
SetThrusting(
uid,
state && args.TryGetData<bool>(ThrusterVisualState.Thrusting, out var thrusting) && thrusting,
args.Sprite
);
}
/// <summary>
/// Sets whether or not the exhaust plume of the thruster is visible or not.
/// </summary>
private void SetThrusting(EntityUid uid, bool value, SpriteComponent sprite)
{
if (SpriteSystem.LayerMapTryGet((uid, sprite), ThrusterVisualLayers.Thrusting, out var thrustingLayer, false))
SpriteSystem.LayerSetVisible((uid, sprite), thrustingLayer, value);
if (SpriteSystem.LayerMapTryGet((uid, sprite), ThrusterVisualLayers.ThrustingUnshaded, out var unshadedLayer, false))
SpriteSystem.LayerSetVisible((uid, sprite), unshadedLayer, value);
}
}
public enum ThrusterVisualLayers : byte
{
Base,
ThrustOn,
Thrusting,
ThrustingUnshaded,
}