using Content.Shared.Revenant; using Content.Shared.Revenant.Components; using Robust.Client.GameObjects; namespace Content.Client.Revenant; public sealed class RevenantSystem : EntitySystem { [Dependency] private readonly SharedAppearanceSystem _appearance = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnAppearanceChange); } private void OnAppearanceChange(EntityUid uid, RevenantComponent component, ref AppearanceChangeEvent args) { if (args.Sprite == null) return; if (_appearance.TryGetData(uid, RevenantVisuals.Harvesting, out var harvesting, args.Component) && harvesting) { args.Sprite.LayerSetState(0, component.HarvestingState); } else if (_appearance.TryGetData(uid, RevenantVisuals.Stunned, out var stunned, args.Component) && stunned) { args.Sprite.LayerSetState(0, component.StunnedState); } else if (_appearance.TryGetData(uid, RevenantVisuals.Corporeal, out var corporeal, args.Component)) { if (corporeal) args.Sprite.LayerSetState(0, component.CorporealState); else args.Sprite.LayerSetState(0, component.State); } } }