using Content.Shared.Dice; using Robust.Client.GameObjects; namespace Content.Client.Dice; public sealed class DiceSystem : SharedDiceSystem { protected override void UpdateVisuals(EntityUid uid, DiceComponent? die = null) { if (!Resolve(uid, ref die) || !TryComp(uid, out SpriteComponent? sprite)) return; // TODO maybe just move each diue to its own RSI? var state = sprite.LayerGetState(0).Name; if (state == null) return; var prefix = state.Substring(0, state.IndexOf('_')); sprite.LayerSetState(0, $"{prefix}_{die.CurrentValue}"); } }