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DamageMarkerSystem.cs 1.3 KB

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  1. using Content.Shared.Weapons.Marker;
  2. using Robust.Client.GameObjects;
  3. using Robust.Shared.Timing;
  4. namespace Content.Client.Weapons.Marker;
  5. public sealed class DamageMarkerSystem : SharedDamageMarkerSystem
  6. {
  7. [Dependency] private readonly IGameTiming _timing = default!;
  8. public override void Initialize()
  9. {
  10. base.Initialize();
  11. SubscribeLocalEvent<DamageMarkerComponent, ComponentStartup>(OnMarkerStartup);
  12. SubscribeLocalEvent<DamageMarkerComponent, ComponentShutdown>(OnMarkerShutdown);
  13. }
  14. private void OnMarkerStartup(EntityUid uid, DamageMarkerComponent component, ComponentStartup args)
  15. {
  16. if (!_timing.ApplyingState || component.Effect == null || !TryComp<SpriteComponent>(uid, out var sprite))
  17. return;
  18. var layer = sprite.LayerMapReserveBlank(DamageMarkerKey.Key);
  19. sprite.LayerSetState(layer, component.Effect.RsiState, component.Effect.RsiPath);
  20. }
  21. private void OnMarkerShutdown(EntityUid uid, DamageMarkerComponent component, ComponentShutdown args)
  22. {
  23. if (!_timing.ApplyingState || !TryComp<SpriteComponent>(uid, out var sprite) || !sprite.LayerMapTryGet(DamageMarkerKey.Key, out var weh))
  24. return;
  25. sprite.RemoveLayer(weh);
  26. }
  27. private enum DamageMarkerKey : byte
  28. {
  29. Key
  30. }
  31. }