* 1 warning in MechAssemblyVisualizerSystem * 2 warnings in RecyclerVisualizerSystem * 1 warning in ClusterGrenadeVisualizerSystem * 2 warnings in BarSignSystem * 4 warnings in AlertControl * 1 warning in ToolSystem * 2 warnings in PinpointerSystem * 2 warnings in ClientSpriteMovementSystem * 2 warnings in OptionsVisualizerSystem * 1 warning in FlatpackSystem * 1 warning in ZombieSystem * 1 warning in StackSystem * 1 warning in MiningOverlay * 1 warning in FlippableClothingVisualizerSystem * Guard clause for MechAssemblyVisualizerSystem * Get SpriteSystem in AlertControl constructor
46 lines
1.3 KiB
C#
46 lines
1.3 KiB
C#
using Content.Shared.Movement.Components;
|
|
using Content.Shared.Movement.Systems;
|
|
using Robust.Client.GameObjects;
|
|
|
|
namespace Content.Client.Movement.Systems;
|
|
|
|
/// <summary>
|
|
/// Controls the switching of motion and standing still animation
|
|
/// </summary>
|
|
public sealed class ClientSpriteMovementSystem : SharedSpriteMovementSystem
|
|
{
|
|
[Dependency] private readonly SpriteSystem _sprite = default!;
|
|
|
|
private EntityQuery<SpriteComponent> _spriteQuery;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
_spriteQuery = GetEntityQuery<SpriteComponent>();
|
|
|
|
SubscribeLocalEvent<SpriteMovementComponent, AfterAutoHandleStateEvent>(OnAfterAutoHandleState);
|
|
}
|
|
|
|
private void OnAfterAutoHandleState(Entity<SpriteMovementComponent> ent, ref AfterAutoHandleStateEvent args)
|
|
{
|
|
if (!_spriteQuery.TryGetComponent(ent, out var sprite))
|
|
return;
|
|
|
|
if (ent.Comp.IsMoving)
|
|
{
|
|
foreach (var (layer, state) in ent.Comp.MovementLayers)
|
|
{
|
|
_sprite.LayerSetData((ent.Owner, sprite), layer, state);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
foreach (var (layer, state) in ent.Comp.NoMovementLayers)
|
|
{
|
|
_sprite.LayerSetData((ent.Owner, sprite), layer, state);
|
|
}
|
|
}
|
|
}
|
|
}
|