6
2025-11-12 10:55:00 +03:00

36 lines
997 B
C#

using Content.Client.Beam.Components;
using Content.Shared.Beam;
using Content.Shared.Beam.Components;
using Robust.Client.GameObjects;
namespace Content.Client.Beam;
public sealed class BeamSystem : SharedBeamSystem
{
[Dependency] private readonly SpriteSystem _sprite = default!;
public override void Initialize()
{
base.Initialize();
SubscribeNetworkEvent<BeamVisualizerEvent>(BeamVisualizerMessage);
}
//TODO: Sometime in the future this needs to be replaced with tiled sprites
private void BeamVisualizerMessage(BeamVisualizerEvent args)
{
var beam = GetEntity(args.Beam);
if (TryComp<SpriteComponent>(beam, out var sprites))
{
_sprite.SetRotation((beam, sprites), args.UserAngle);
if (args.BodyState != null)
{
_sprite.LayerSetRsiState((beam, sprites), 0, args.BodyState);
sprites.LayerSetShader(0, args.Shader);
}
}
}
}