Files
tbd-station-14/Content.Client/Movement/Systems/SpriteMovementSystem.cs
Tayrtahn c1fd42202f Holding the walk button no longer activates sprite movement state (#24455)
* Dancing is forbidden

* Suggested changes
2024-01-24 12:26:45 +11:00

52 lines
1.7 KiB
C#

using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
using Content.Shared.Movement.Systems;
using Robust.Client.GameObjects;
using Robust.Shared.Timing;
namespace Content.Client.Movement.Systems;
/// <summary>
/// Handles setting sprite states based on whether an entity has movement input.
/// </summary>
public sealed class SpriteMovementSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
private EntityQuery<SpriteComponent> _spriteQuery;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SpriteMovementComponent, MoveInputEvent>(OnSpriteMoveInput);
_spriteQuery = GetEntityQuery<SpriteComponent>();
}
private void OnSpriteMoveInput(EntityUid uid, SpriteMovementComponent component, ref MoveInputEvent args)
{
if (!_timing.IsFirstTimePredicted)
return;
var oldMoving = (SharedMoverController.GetNormalizedMovement(args.OldMovement) & MoveButtons.AnyDirection) != MoveButtons.None;
var moving = (SharedMoverController.GetNormalizedMovement(args.Component.HeldMoveButtons) & MoveButtons.AnyDirection) != MoveButtons.None;
if (oldMoving == moving || !_spriteQuery.TryGetComponent(uid, out var sprite))
return;
if (moving)
{
foreach (var (layer, state) in component.MovementLayers)
{
sprite.LayerSetData(layer, state);
}
}
else
{
foreach (var (layer, state) in component.NoMovementLayers)
{
sprite.LayerSetData(layer, state);
}
}
}
}