38 lines
1.2 KiB
C#
38 lines
1.2 KiB
C#
#nullable enable
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using System.Threading.Tasks;
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using Content.Shared.Construction;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Serialization;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Server.Construction.Completions
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{
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[UsedImplicitly]
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public class SpriteStateChange : IGraphAction
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{
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void IExposeData.ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(this, x => x.State, "state", string.Empty);
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serializer.DataField(this, x => x.Layer, "layer", 0);
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}
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public int Layer { get; private set; } = 0;
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public string? State { get; private set; } = string.Empty;
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public async Task PerformAction(IEntity entity, IEntity? user)
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{
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if (entity.Deleted || string.IsNullOrEmpty(State)) return;
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if (!entity.TryGetComponent(out SpriteComponent? sprite)) return;
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// That layer doesn't exist, we do nothing.
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if (sprite.LayerCount <= Layer) return;
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sprite.LayerSetState(Layer, State);
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}
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}
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}
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