using Content.Shared.Construction; using JetBrains.Annotations; using Robust.Server.GameObjects; using Robust.Shared.Utility; namespace Content.Server.Construction.Completions { [UsedImplicitly] [DataDefinition] public sealed class SpriteChange : IGraphAction { [DataField("layer")] public int Layer { get; private set; } = 0; [DataField("specifier")] public SpriteSpecifier? SpriteSpecifier { get; private set; } = SpriteSpecifier.Invalid; public void PerformAction(EntityUid uid, EntityUid? userUid, IEntityManager entityManager) { if (SpriteSpecifier == null || SpriteSpecifier == SpriteSpecifier.Invalid) return; if (!entityManager.TryGetComponent(uid, out SpriteComponent? sprite)) return; // That layer doesn't exist, we do nothing. if (sprite.LayerCount <= Layer) return; sprite.LayerSetSprite(Layer, SpriteSpecifier); } } }