using Content.Shared.Mech;
using Robust.Client.GameObjects;
namespace Content.Client.Mech;
/// <summary>
/// Handles the sprite state changes while
/// constructing mech assemblies.
/// </summary>
public sealed class MechAssemblyVisualizerSystem : VisualizerSystem<MechAssemblyVisualsComponent>
{
protected override void OnAppearanceChange(EntityUid uid, MechAssemblyVisualsComponent component,
ref AppearanceChangeEvent args)
if (args.Sprite == null)
return;
if (!AppearanceSystem.TryGetData<int>(uid, MechAssemblyVisuals.State, out var stage, args.Component))
var state = component.StatePrefix + stage;
SpriteSystem.LayerSetRsiState((uid, args.Sprite), 0, state);
}