using Content.Shared.GameObjects.Components.Buckle; using Robust.Client.GameObjects; using Robust.Shared.GameObjects; using Robust.Shared.Interfaces.GameObjects; namespace Content.Client.GameObjects.Components.Buckle { [RegisterComponent] public class BuckleComponent : SharedBuckleComponent { private bool _buckled; private int? _originalDrawDepth; public override bool Buckled => _buckled; public override bool TryBuckle(IEntity user, IEntity to) { // TODO: Prediction return false; } public override void HandleComponentState(ComponentState curState, ComponentState nextState) { if (curState is not BuckleComponentState buckle) { return; } _buckled = buckle.Buckled; if (!Owner.TryGetComponent(out SpriteComponent ownerSprite)) { return; } if (_buckled && buckle.DrawDepth.HasValue) { _originalDrawDepth ??= ownerSprite.DrawDepth; ownerSprite.DrawDepth = buckle.DrawDepth.Value; return; } if (!_buckled && _originalDrawDepth.HasValue) { ownerSprite.DrawDepth = _originalDrawDepth.Value; _originalDrawDepth = null; } } } }