#nullable enable using System; using System.Threading.Tasks; using Content.Shared.Construction; using JetBrains.Annotations; using Robust.Server.GameObjects; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Serialization; using Robust.Shared.Utility; namespace Content.Server.Construction.Completions { [UsedImplicitly] public class SpriteChange : IGraphAction { public void ExposeData(ObjectSerializer serializer) { serializer.DataField(this, x => x.SpriteSpecifier, "specifier", SpriteSpecifier.Invalid); serializer.DataField(this, x => x.Layer, "layer", 0); } public int Layer { get; private set; } = 0; public SpriteSpecifier? SpriteSpecifier { get; private set; } = SpriteSpecifier.Invalid; public async Task PerformAction(IEntity entity, IEntity? user) { if (entity.Deleted || SpriteSpecifier == null || SpriteSpecifier == SpriteSpecifier.Invalid) return; if (!entity.TryGetComponent(out SpriteComponent? sprite)) return; // That layer doesn't exist, we do nothing. if (sprite.LayerCount <= Layer) return; sprite.LayerSetSprite(Layer, SpriteSpecifier); } } }