| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546 |
- using Content.Shared.Movement.Components;
- using Content.Shared.Movement.Systems;
- using Robust.Client.GameObjects;
- using Robust.Shared.Timing;
- namespace Content.Client.Movement.Systems;
- /// <summary>
- /// Controls the switching of motion and standing still animation
- /// </summary>
- public sealed class ClientSpriteMovementSystem : SharedSpriteMovementSystem
- {
- [Dependency] private readonly IGameTiming _timing = 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(layer, state);
- }
- }
- else
- {
- foreach (var (layer, state) in ent.Comp.NoMovementLayers)
- {
- sprite.LayerSetData(layer, state);
- }
- }
- }
- }
|