27 lines
775 B
C#
27 lines
775 B
C#
using Content.Shared.Chemistry.Components;
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using Robust.Client.GameObjects;
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namespace Content.Client.Chemistry.EntitySystems;
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public sealed class PillSystem : EntitySystem
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{
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[Dependency] private readonly SpriteSystem _sprite = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PillComponent, AfterAutoHandleStateEvent>(OnHandleState);
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}
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private void OnHandleState(EntityUid uid, PillComponent component, ref AfterAutoHandleStateEvent args)
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{
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if (!TryComp(uid, out SpriteComponent? sprite))
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return;
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if (!_sprite.TryGetLayer((uid, sprite), 0, out var layer, false))
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return;
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_sprite.LayerSetRsiState(layer, $"pill{component.PillType + 1}");
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}
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}
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