* Cleanup warnings in ClickableSystem * Cleanup warnings in FultonSystem * Cleanup warning in HolidaySystem * Cleanup warning in DoAfterOverlay * Cleanup warning in EntityHealthBarOverlay * Cleanup warning in SmokeVisualizerSystem * Cleanup warning in VaporVisualizerSystem * Cleanup warning in ColorFlashEffectSystem * Cleanup warnings in StealthSystem * Cleanup warnings in TrayScannerSystem * Cleanup warnings in InventoryUIController * Cleanup warnings in HideMechanismsCommand * Cleanup warning in ShowMechanismsCommand * Cleanup warnings in EntityPickupAnimationSystem * Cleanup warnings in PointingSystem * Cleanup warning in StickyVisualizerSystem * Cleanup warnings in TabletopSystem * Cleanup warnings in PillSystem * Cleanup warnings in DiceSystem * Cleanup warnings in ProjectileSystem
27 lines
775 B
C#
27 lines
775 B
C#
using Content.Shared.Chemistry.Components;
|
|
using Robust.Client.GameObjects;
|
|
|
|
namespace Content.Client.Chemistry.EntitySystems;
|
|
|
|
public sealed class PillSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly SpriteSystem _sprite = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
SubscribeLocalEvent<PillComponent, AfterAutoHandleStateEvent>(OnHandleState);
|
|
}
|
|
|
|
private void OnHandleState(EntityUid uid, PillComponent component, ref AfterAutoHandleStateEvent args)
|
|
{
|
|
if (!TryComp(uid, out SpriteComponent? sprite))
|
|
return;
|
|
|
|
if (!_sprite.TryGetLayer((uid, sprite), 0, out var layer, false))
|
|
return;
|
|
|
|
_sprite.LayerSetRsiState(layer, $"pill{component.PillType + 1}");
|
|
}
|
|
}
|