using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Robust.Client.GameObjects;
namespace Content.Client.Movement.Systems;
///
/// Controls the switching of motion and standing still animation
///
public sealed class ClientSpriteMovementSystem : SharedSpriteMovementSystem
{
[Dependency] private readonly SpriteSystem _sprite = default!;
private EntityQuery _spriteQuery;
public override void Initialize()
{
base.Initialize();
_spriteQuery = GetEntityQuery();
SubscribeLocalEvent(OnAfterAutoHandleState);
}
private void OnAfterAutoHandleState(Entity ent, ref AfterAutoHandleStateEvent args)
{
if (!_spriteQuery.TryGetComponent(ent, out var sprite))
return;
if (ent.Comp.IsMoving)
{
foreach (var (layer, state) in ent.Comp.MovementLayers)
{
_sprite.LayerSetData((ent.Owner, sprite), layer, state);
}
}
else
{
foreach (var (layer, state) in ent.Comp.NoMovementLayers)
{
_sprite.LayerSetData((ent.Owner, sprite), layer, state);
}
}
}
}