using Content.Shared.Mech;
using Content.Shared.Mech.Components;
using Content.Shared.Mech.EntitySystems;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
namespace Content.Client.Mech;
///
public sealed class MechSystem : SharedMechSystem
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
///
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnAppearanceChanged);
SubscribeLocalEvent(OnUpdateAppearanceEvent);
}
private void OnAppearanceChanged(EntityUid uid, MechComponent component, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
UpdateAppearance(uid, component, args.Sprite);
}
private void OnUpdateAppearanceEvent(EntityUid uid, MechComponent component, ref UpdateAppearanceEvent args)
{
if (!TryComp(uid, out var sprite))
return;
UpdateAppearance(uid, component, sprite);
}
private void UpdateAppearance(EntityUid uid, MechComponent component, SpriteComponent sprite)
{
if (!sprite.TryGetLayer((int) MechVisualLayers.Base, out var layer))
return;
var state = component.BaseState;
var drawDepth = DrawDepth.Mobs;
if (component.BrokenState != null
&& _appearance.TryGetData(uid, MechVisuals.Broken, out var broken)
&& broken)
{
state = component.BrokenState;
drawDepth = DrawDepth.SmallMobs;
}
else if (component.OpenState != null
&& _appearance.TryGetData(uid, MechVisuals.Open, out var open)
&& open)
{
state = component.OpenState;
drawDepth = DrawDepth.SmallMobs;
}
layer.SetState(state);
sprite.DrawDepth = (int) drawDepth;
}
}