31 lines
985 B
C#
31 lines
985 B
C#
using System.Collections.Generic;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Sprite.Components
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{
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[RegisterComponent]
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public class RandomSpriteStateComponent : Component
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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public override string Name => "RandomSpriteState";
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[DataField("spriteStates")]
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private List<string>? _spriteStates;
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[DataField("spriteLayer")]
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private int _spriteLayer;
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protected override void Initialize()
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{
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base.Initialize();
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if (_spriteStates == null) return;
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(Owner, out SpriteComponent? spriteComponent)) return;
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spriteComponent.LayerSetState(_spriteLayer, _random.Pick(_spriteStates));
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}
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}
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}
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