ToolSystem.cs 1.5 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243
  1. using Content.Client.Items;
  2. using Content.Client.Tools.Components;
  3. using Content.Client.Tools.UI;
  4. using Content.Shared.Tools.Components;
  5. using Robust.Client.GameObjects;
  6. using SharedToolSystem = Content.Shared.Tools.Systems.SharedToolSystem;
  7. namespace Content.Client.Tools
  8. {
  9. public sealed class ToolSystem : SharedToolSystem
  10. {
  11. public override void Initialize()
  12. {
  13. base.Initialize();
  14. Subs.ItemStatus<WelderComponent>(ent => new WelderStatusControl(ent, EntityManager, this));
  15. Subs.ItemStatus<MultipleToolComponent>(ent => new MultipleToolStatusControl(ent));
  16. }
  17. public override void SetMultipleTool(EntityUid uid,
  18. MultipleToolComponent? multiple = null,
  19. ToolComponent? tool = null,
  20. bool playSound = false,
  21. EntityUid? user = null)
  22. {
  23. if (!Resolve(uid, ref multiple))
  24. return;
  25. base.SetMultipleTool(uid, multiple, tool, playSound, user);
  26. multiple.UiUpdateNeeded = true;
  27. // TODO replace this with appearance + visualizer
  28. // in order to convert this to a specifier, the manner in which the sprite is specified in yaml needs to be updated.
  29. if (multiple.Entries.Length > multiple.CurrentEntry && TryComp(uid, out SpriteComponent? sprite))
  30. {
  31. var current = multiple.Entries[multiple.CurrentEntry];
  32. if (current.Sprite != null)
  33. sprite.LayerSetSprite(0, current.Sprite);
  34. }
  35. }
  36. }
  37. }