47 lines
1.3 KiB
C#
47 lines
1.3 KiB
C#
using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Robust.Client.GameObjects;
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using Robust.Shared.Timing;
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namespace Content.Client.Movement.Systems;
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/// <summary>
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/// Controls the switching of motion and standing still animation
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/// </summary>
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public sealed class ClientSpriteMovementSystem : SharedSpriteMovementSystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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private EntityQuery<SpriteComponent> _spriteQuery;
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public override void Initialize()
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{
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base.Initialize();
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_spriteQuery = GetEntityQuery<SpriteComponent>();
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SubscribeLocalEvent<SpriteMovementComponent, AfterAutoHandleStateEvent>(OnAfterAutoHandleState);
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}
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private void OnAfterAutoHandleState(Entity<SpriteMovementComponent> ent, ref AfterAutoHandleStateEvent args)
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{
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if (!_spriteQuery.TryGetComponent(ent, out var sprite))
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return;
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if (ent.Comp.IsMoving)
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{
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foreach (var (layer, state) in ent.Comp.MovementLayers)
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{
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sprite.LayerSetData(layer, state);
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}
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}
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else
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{
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foreach (var (layer, state) in ent.Comp.NoMovementLayers)
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{
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sprite.LayerSetData(layer, state);
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}
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}
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}
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}
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