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- using Content.Shared.Light.Components;
- using Robust.Client.GameObjects;
- namespace Content.Client.Light.Visualizers;
- public sealed class LightBulbSystem : VisualizerSystem<LightBulbComponent>
- {
- protected override void OnAppearanceChange(EntityUid uid, LightBulbComponent comp, ref AppearanceChangeEvent args)
- {
- if (args.Sprite == null)
- return;
- // update sprite state
- if (AppearanceSystem.TryGetData<LightBulbState>(uid, LightBulbVisuals.State, out var state, args.Component))
- {
- switch (state)
- {
- case LightBulbState.Normal:
- args.Sprite.LayerSetState(LightBulbVisualLayers.Base, comp.NormalSpriteState);
- break;
- case LightBulbState.Broken:
- args.Sprite.LayerSetState(LightBulbVisualLayers.Base, comp.BrokenSpriteState);
- break;
- case LightBulbState.Burned:
- args.Sprite.LayerSetState(LightBulbVisualLayers.Base, comp.BurnedSpriteState);
- break;
- }
- }
- // also update sprites color
- if (AppearanceSystem.TryGetData<Color>(uid, LightBulbVisuals.Color, out var color, args.Component))
- {
- args.Sprite.Color = color;
- }
- }
- }
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