Files
tbd-station-14/Content.Server/Construction/Completions/SpriteStateChange.cs
2022-02-16 18:23:23 +11:00

30 lines
975 B
C#

using System.Threading.Tasks;
using Content.Shared.Construction;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Construction.Completions
{
[UsedImplicitly]
[DataDefinition]
public sealed class SpriteStateChange : IGraphAction
{
[DataField("layer")] public int Layer { get; private set; } = 0;
[DataField("state")] public string? State { get; private set; } = string.Empty;
public void PerformAction(EntityUid uid, EntityUid? userUid, IEntityManager entityManager)
{
if (string.IsNullOrEmpty(State) || !entityManager.TryGetComponent(uid, out SpriteComponent? sprite))
return;
// That layer doesn't exist, we do nothing.
if (sprite.LayerCount <= Layer)
return;
sprite.LayerSetState(Layer, State);
}
}
}