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; }