35 lines
1.0 KiB
C#
35 lines
1.0 KiB
C#
using Content.Shared._Starlight.ItemSwitch;
|
|
using Content.Shared._Starlight.ItemSwitch.Components;
|
|
using Robust.Client.GameObjects;
|
|
|
|
namespace Content.Client._Starlight.ItemSwitch;
|
|
|
|
public sealed class ItemSwitchSystem : SharedItemSwitchSystem
|
|
{
|
|
[Dependency] private readonly SpriteSystem _sprite = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<ItemSwitchComponent, AfterAutoHandleStateEvent>(OnChanged);
|
|
}
|
|
|
|
private void OnChanged(Entity<ItemSwitchComponent> ent, ref AfterAutoHandleStateEvent args)
|
|
{
|
|
UpdateVisuals(ent, ent.Comp.State);
|
|
}
|
|
|
|
protected override void UpdateVisuals(Entity<ItemSwitchComponent> ent, string key)
|
|
{
|
|
base.UpdateVisuals(ent, key);
|
|
|
|
if (TryComp<SpriteComponent>(ent, out var sprite) && ent.Comp.States.TryGetValue(key, out var state))
|
|
{
|
|
if (state.Sprite != null)
|
|
{
|
|
_sprite.LayerSetSprite(ent.Owner, 0, state.Sprite);
|
|
}
|
|
}
|
|
}
|
|
} |