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AlertLevelDisplaySystem.cs 1.4 KB

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  1. using System.Linq;
  2. using Content.Shared.AlertLevel;
  3. using Robust.Client.GameObjects;
  4. using Robust.Client.Graphics;
  5. using Robust.Shared.Utility;
  6. namespace Content.Client.AlertLevel;
  7. public sealed class AlertLevelDisplaySystem : EntitySystem
  8. {
  9. public override void Initialize()
  10. {
  11. base.Initialize();
  12. SubscribeLocalEvent<AlertLevelDisplayComponent, AppearanceChangeEvent>(OnAppearanceChange);
  13. }
  14. private void OnAppearanceChange(EntityUid uid, AlertLevelDisplayComponent alertLevelDisplay, ref AppearanceChangeEvent args)
  15. {
  16. if (args.Sprite == null)
  17. {
  18. return;
  19. }
  20. var layer = args.Sprite.LayerMapReserveBlank(AlertLevelDisplay.Layer);
  21. if (args.AppearanceData.TryGetValue(AlertLevelDisplay.Powered, out var poweredObject))
  22. {
  23. args.Sprite.LayerSetVisible(layer, poweredObject is true);
  24. }
  25. if (!args.AppearanceData.TryGetValue(AlertLevelDisplay.CurrentLevel, out var level))
  26. {
  27. args.Sprite.LayerSetState(layer, alertLevelDisplay.AlertVisuals.Values.First());
  28. return;
  29. }
  30. if (alertLevelDisplay.AlertVisuals.TryGetValue((string) level, out var visual))
  31. {
  32. args.Sprite.LayerSetState(layer, visual);
  33. }
  34. else
  35. {
  36. args.Sprite.LayerSetState(layer, alertLevelDisplay.AlertVisuals.Values.First());
  37. }
  38. }
  39. }