using System;
using System.Collections.Generic;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
namespace Robust.Client.GameObjects;
public sealed partial class SpriteSystem
{
///
/// Resets the sprite's animated layers to align with a given time (in seconds).
///
public void SetAutoAnimateSync(SpriteComponent sprite, double time)
{
foreach (var layer in sprite.AllLayers)
{
if (layer is not SpriteComponent.Layer spriteLayer)
continue;
SetAutoAnimateSync(sprite, spriteLayer, time);
}
}
///
/// Resets the layer's animation to align with a given time (in seconds).
///
public void SetAutoAnimateSync(SpriteComponent sprite, SpriteComponent.Layer layer, double time)
{
if (!layer.AutoAnimated)
return;
var rsi = layer.RSI ?? sprite.BaseRSI;
if (rsi == null || !rsi.TryGetState(layer.State, out var state))
{
state = GetFallbackState();
}
if (!state.IsAnimated)
{
return;
}
layer.AnimationTimeLeft = (float) -(time % state.TotalDelay);
layer.AnimationFrame = 0;
}
public void CopySprite(Entity source, Entity target)
{
if (!Resolve(source.Owner, ref source.Comp))
return;
if (!Resolve(target.Owner, ref target.Comp))
return;
target.Comp._baseRsi = source.Comp._baseRsi;
target.Comp._bounds = source.Comp._bounds;
target.Comp._visible = source.Comp._visible;
target.Comp.color = source.Comp.color;
target.Comp.offset = source.Comp.offset;
target.Comp.rotation = source.Comp.rotation;
target.Comp.scale = source.Comp.scale;
target.Comp.LocalMatrix = Matrix3Helpers.CreateTransform(
in target.Comp.offset,
in target.Comp.rotation,
in target
.Comp.scale);
target.Comp.drawDepth = source.Comp.drawDepth;
target.Comp.NoRotation = source.Comp.NoRotation;
target.Comp.DirectionOverride = source.Comp.DirectionOverride;
target.Comp.EnableDirectionOverride = source.Comp.EnableDirectionOverride;
target.Comp.Layers = new List(source.Comp.Layers.Count);
foreach (var otherLayer in source.Comp.Layers)
{
var layer = new SpriteComponent.Layer(otherLayer, target.Comp);
layer.Index = target.Comp.Layers.Count;
layer.Owner = target!;
target.Comp.Layers.Add(layer);
}
target.Comp.IsInert = source.Comp.IsInert;
target.Comp.LayerMap = source.Comp.LayerMap.ShallowClone();
target.Comp.PostShader = source.Comp.PostShader is {Mutable: true}
? source.Comp.PostShader.Duplicate()
: source.Comp.PostShader;
target.Comp.RenderOrder = source.Comp.RenderOrder;
target.Comp.GranularLayersRendering = source.Comp.GranularLayersRendering;
DirtyBounds(target!);
_tree.QueueTreeUpdate(target!);
}
///
/// Adds a sprite to a queue that will update next frame.
///
public void QueueUpdateIsInert(Entity sprite)
{
if (sprite.Comp._inertUpdateQueued)
return;
sprite.Comp._inertUpdateQueued = true;
_inertUpdateQueue.Enqueue(sprite);
}
[Obsolete("Use QueueUpdateIsInert")]
public void QueueUpdateInert(EntityUid uid, SpriteComponent sprite) => QueueUpdateIsInert(new (uid, sprite));
}