6
StarHorizon_Public/Content.Client/Movement/Systems/ClientSpriteMovementSystem.cs
2025-11-12 10:55:00 +03:00

46 lines
1.3 KiB
C#

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