Files
tbd-station-14/Content.Client/GameObjects/Components/Buckle/BuckleComponent.cs
DrSmugleaf cdedaeb12e Refactor drag and drop to use a shared interface (#2012)
* WIP in progress hours

* Cleanup

* Fix bugle

* Fix nullable error

* Merge fixes

* Merge fixes

* Merge fixes
2020-10-14 15:24:07 +02:00

51 lines
1.4 KiB
C#

using Content.Shared.GameObjects.Components.Buckle;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Client.GameObjects.Components.Buckle
{
[RegisterComponent]
public class BuckleComponent : SharedBuckleComponent
{
private bool _buckled;
private int? _originalDrawDepth;
public override bool Buckled => _buckled;
public override bool TryBuckle(IEntity user, IEntity to)
{
// TODO: Prediction
return false;
}
public override void HandleComponentState(ComponentState curState, ComponentState nextState)
{
if (!(curState is BuckleComponentState buckle))
{
return;
}
_buckled = buckle.Buckled;
if (!Owner.TryGetComponent(out SpriteComponent ownerSprite))
{
return;
}
if (_buckled && buckle.DrawDepth.HasValue)
{
_originalDrawDepth ??= ownerSprite.DrawDepth;
ownerSprite.DrawDepth = buckle.DrawDepth.Value;
return;
}
if (!_buckled && _originalDrawDepth.HasValue)
{
ownerSprite.DrawDepth = _originalDrawDepth.Value;
_originalDrawDepth = null;
}
}
}
}