Files
tbd-station-14/Content.Client/GameObjects/Components/Buckle/BuckleComponent.cs

54 lines
1.5 KiB
C#

#nullable enable
using Content.Shared.GameObjects.Components.Buckle;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
namespace Content.Client.GameObjects.Components.Buckle
{
[RegisterComponent]
[ComponentReference(typeof(SharedBuckleComponent))]
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 not BuckleComponentState buckle)
{
return;
}
_buckled = buckle.Buckled;
LastEntityBuckledTo = buckle.LastEntityBuckledTo;
DontCollide = buckle.DontCollide;
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;
}
}
}
}