using System.Threading.Tasks; using Content.Shared.Construction; using JetBrains.Annotations; using Robust.Server.GameObjects; using Robust.Shared.GameObjects; using Robust.Shared.Serialization.Manager.Attributes; namespace Content.Server.Construction.Completions { [UsedImplicitly] [DataDefinition] public class SpriteStateChange : IGraphAction { [DataField("layer")] public int Layer { get; private set; } = 0; [DataField("state")] public string? State { get; private set; } = string.Empty; public void PerformAction(EntityUid uid, EntityUid? userUid, IEntityManager entityManager) { if (string.IsNullOrEmpty(State) || !entityManager.TryGetComponent(uid, out SpriteComponent? sprite)) return; // That layer doesn't exist, we do nothing. if (sprite.LayerCount <= Layer) return; sprite.LayerSetState(Layer, State); } } }