Files
ss14-wl/Content.Client/Movement/Systems/ClientSpriteMovementSystem.cs
T
slarticodefast a5e9f24f5b Use dependencies for EntityQueries in Systems (Part 1: Client) (#43478)
* cleanup

* vsc lied to me

* private readonly

* use proxies
2026-04-06 17:30:41 +00:00

43 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!;
[Dependency] private readonly EntityQuery<SpriteComponent> _spriteQuery = default!;
public override void Initialize()
{
base.Initialize();
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);
}
}
}
}