* optimize appearance updating for subfloor entities * sprite event args * a * stop double appearance update.
35 lines
1.1 KiB
C#
35 lines
1.1 KiB
C#
using Robust.Client.GameObjects;
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using Content.Shared.Vehicle;
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namespace Content.Client.Vehicle
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{
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/// <summary>
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/// Controls client-side visuals for
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/// vehicles
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/// </summary>
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public sealed class VehicleVisualsSystem : VisualizerSystem<VehicleVisualsComponent>
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{
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protected override void OnAppearanceChange(EntityUid uid, VehicleVisualsComponent component, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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/// First check is for the sprite itself
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if (args.Component.TryGetData(VehicleVisuals.DrawDepth, out int drawDepth))
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{
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args.Sprite.DrawDepth = drawDepth;
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}
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/// Set vehicle layer to animated or not (i.e. are the wheels turning or not)
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if (args.Component.TryGetData(VehicleVisuals.AutoAnimate, out bool autoAnimate))
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{
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args.Sprite.LayerSetAutoAnimated(VehicleVisualLayers.AutoAnimate, autoAnimate);
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}
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}
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}
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}
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public enum VehicleVisualLayers : byte
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{
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/// Layer for the vehicle's wheels
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AutoAnimate,
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}
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