using Content.Shared.Alert;
using Content.Shared.Standing;
using Robust.Shared.GameObjects;
namespace Content.Shared.MobState.State
{
///
/// A state in which an entity is disabled from acting due to sufficient damage (considered unconscious).
///
public abstract class SharedCriticalMobState : BaseMobState
{
protected override DamageState DamageState => DamageState.Critical;
public override void EnterState(EntityUid uid, IEntityManager entityManager)
{
base.EnterState(uid, entityManager);
EntitySystem.Get().ShowAlert(uid, AlertType.HumanCrit); // TODO: combine humancrit-0 and humancrit-1 into a gif and display it
EntitySystem.Get().Down(uid);
if (entityManager.TryGetComponent(uid, out AppearanceComponent? appearance))
{
appearance.SetData(DamageStateVisuals.State, DamageState.Critical);
}
}
public override void ExitState(EntityUid uid, IEntityManager entityManager)
{
base.ExitState(uid, entityManager);
EntitySystem.Get().Stand(uid);
}
}
}