* The real movement refactor * ref events * Jetpack cleanup * a * Vehicles partially working * Balance tweaks * Restore some shitcode * AAAAAAAA * Even more prediction * ECS compstate trying to fix this * yml * vehicles kill me * Don't lock keys * a * Fix problem * Fix sounds * shuttle inputs * Shuttle controls * space brakes * Keybinds * Fix merge * Handle shutdown * Fix keys * Bump friction * fix buckle offset * Fix relay and friction * Fix jetpack turning * contexts amirite
36 lines
1.1 KiB
C#
36 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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