using Robust.Shared.GameStates;
using Content.Shared.Singularity.Components;
using Content.Shared.Singularity.EntitySystems;
namespace Content.Client.Singularity.EntitySystems;
///
/// The client-side version of .
/// Primarily manages s.
///
public sealed class SingularitySystem : SharedSingularitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(HandleSingularityState);
}
///
/// Handles syncing singularities with their server-side versions.
///
/// The uid of the singularity to sync.
/// The state of the singularity to sync.
/// The event arguments including the state to sync the singularity with.
private void HandleSingularityState(EntityUid uid, SingularityComponent comp, ref ComponentHandleState args)
{
if (args.Current is not SingularityComponentState state)
return;
SetLevel(uid, state.Level, comp);
}
}