ClientSpriteMovementSystem.cs 1.3 KB

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  1. using Content.Shared.Movement.Components;
  2. using Content.Shared.Movement.Systems;
  3. using Robust.Client.GameObjects;
  4. using Robust.Shared.Timing;
  5. namespace Content.Client.Movement.Systems;
  6. /// <summary>
  7. /// Controls the switching of motion and standing still animation
  8. /// </summary>
  9. public sealed class ClientSpriteMovementSystem : SharedSpriteMovementSystem
  10. {
  11. [Dependency] private readonly IGameTiming _timing = default!;
  12. private EntityQuery<SpriteComponent> _spriteQuery;
  13. public override void Initialize()
  14. {
  15. base.Initialize();
  16. _spriteQuery = GetEntityQuery<SpriteComponent>();
  17. SubscribeLocalEvent<SpriteMovementComponent, AfterAutoHandleStateEvent>(OnAfterAutoHandleState);
  18. }
  19. private void OnAfterAutoHandleState(Entity<SpriteMovementComponent> ent, ref AfterAutoHandleStateEvent args)
  20. {
  21. if (!_spriteQuery.TryGetComponent(ent, out var sprite))
  22. return;
  23. if (ent.Comp.IsMoving)
  24. {
  25. foreach (var (layer, state) in ent.Comp.MovementLayers)
  26. {
  27. sprite.LayerSetData(layer, state);
  28. }
  29. }
  30. else
  31. {
  32. foreach (var (layer, state) in ent.Comp.NoMovementLayers)
  33. {
  34. sprite.LayerSetData(layer, state);
  35. }
  36. }
  37. }
  38. }