Files
crystall-punk-14/Content.Client/Nutrition/EntitySystems/ClientFoodSequenceSystem.cs

58 lines
1.6 KiB
C#
Raw Normal View History

using Content.Shared.Nutrition.Components;
using Content.Shared.Nutrition.EntitySystems;
using Robust.Client.GameObjects;
namespace Content.Client.Nutrition.EntitySystems;
public sealed class ClientFoodSequenceSystem : SharedFoodSequenceSystem
{
public override void Initialize()
{
SubscribeLocalEvent<FoodSequenceStartPointComponent, AfterAutoHandleStateEvent>(OnHandleState);
}
private void OnHandleState(Entity<FoodSequenceStartPointComponent> start, ref AfterAutoHandleStateEvent args)
{
if (!TryComp<SpriteComponent>(start, out var sprite))
return;
UpdateFoodVisuals(start, sprite);
}
private void UpdateFoodVisuals(Entity<FoodSequenceStartPointComponent> start, SpriteComponent? sprite = null)
{
if (!Resolve(start, ref sprite, false))
return;
//Remove old layers
foreach (var key in start.Comp.RevealedLayers)
{
sprite.RemoveLayer(key);
}
start.Comp.RevealedLayers.Clear();
//Add new layers
var counter = 0;
foreach (var state in start.Comp.FoodLayers)
{
if (state.Sprite is null)
continue;
counter++;
var keyCode = $"food-layer-{counter}";
start.Comp.RevealedLayers.Add(keyCode);
var index = sprite.LayerMapReserveBlank(keyCode);
//Set image
sprite.LayerSetSprite(index, state.Sprite);
//Offset the layer
var layerPos = start.Comp.StartPosition;
layerPos += start.Comp.Offset * counter;
sprite.LayerSetOffset(index, layerPos);
}
}
}