using Robust.Shared.GameStates;
namespace Content.Shared.Movement.Components;
///
/// Updates a sprite layer based on whether an entity is moving via input or not.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
public sealed partial class SpriteMovementComponent : Component
{
///
/// Layer and sprite state to use when moving.
///
[DataField]
public Dictionary MovementLayers = new();
///
/// Layer and sprite state to use when not moving.
///
[DataField]
public Dictionary NoMovementLayers = new();
[DataField, AutoNetworkedField]
public bool IsMoving;
}