6
2025-11-07 12:32:48 +03:00

31 lines
936 B
C#

using Content.Shared.Dice;
using Robust.Client.GameObjects;
namespace Content.Client.Dice;
public sealed class DiceSystem : SharedDiceSystem
{
[Dependency] private readonly SpriteSystem _sprite = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DiceComponent, AfterAutoHandleStateEvent>(OnDiceAfterHandleState);
}
private void OnDiceAfterHandleState(Entity<DiceComponent> entity, ref AfterAutoHandleStateEvent args)
{
if (!TryComp<SpriteComponent>(entity, out var sprite))
return;
// TODO maybe just move each die to its own RSI?
var state = _sprite.LayerGetRsiState((entity.Owner, sprite), 0).Name;
if (state == null)
return;
var prefix = state.Substring(0, state.IndexOf('_'));
_sprite.LayerSetRsiState((entity.Owner, sprite), 0, $"{prefix}_{entity.Comp.CurrentValue}");
}
}