6
2025-12-13 13:46:17 +03:00

41 lines
1.4 KiB
C#

using Content.Shared.Weapons.Marker;
using Robust.Client.GameObjects;
using Robust.Shared.Timing;
namespace Content.Client.Weapons.Marker;
public sealed class DamageMarkerSystem : SharedDamageMarkerSystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DamageMarkerComponent, ComponentStartup>(OnMarkerStartup);
SubscribeLocalEvent<DamageMarkerComponent, ComponentShutdown>(OnMarkerShutdown);
}
private void OnMarkerStartup(EntityUid uid, DamageMarkerComponent component, ComponentStartup args)
{
if (!_timing.ApplyingState || component.Effect == null || !TryComp<SpriteComponent>(uid, out var sprite))
return;
var layer = _sprite.LayerMapReserve((uid, sprite), DamageMarkerKey.Key);
_sprite.LayerSetRsi((uid, sprite), layer, component.Effect.RsiPath, component.Effect.RsiState);
}
private void OnMarkerShutdown(EntityUid uid, DamageMarkerComponent component, ComponentShutdown args)
{
if (!_timing.ApplyingState || !TryComp<SpriteComponent>(uid, out var sprite) || !_sprite.LayerMapTryGet((uid, sprite), DamageMarkerKey.Key, out var weh, false))
return;
_sprite.RemoveLayer((uid, sprite), weh);
}
private enum DamageMarkerKey : byte
{
Key
}
}