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- using Content.Shared.Mech;
- using Robust.Client.GameObjects;
- namespace Content.Client.Mech;
- /// <summary>
- /// Handles the sprite state changes while
- /// constructing mech assemblies.
- /// </summary>
- public sealed class MechAssemblyVisualizerSystem : VisualizerSystem<MechAssemblyVisualsComponent>
- {
- protected override void OnAppearanceChange(EntityUid uid, MechAssemblyVisualsComponent component,
- ref AppearanceChangeEvent args)
- {
- base.OnAppearanceChange(uid, component, ref args);
- if (!AppearanceSystem.TryGetData<int>(uid, MechAssemblyVisuals.State, out var stage, args.Component))
- return;
- var state = component.StatePrefix + stage;
- args.Sprite?.LayerSetState(0, state);
- }
- }
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