using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
using Content.Shared.Movement.Systems;
using Robust.Client.GameObjects;
namespace Content.Client.Movement.Systems;
///
/// Controls the switching of motion and standing still animation.
///
public sealed partial class ClientSpriteMovementSystem : SharedSpriteMovementSystem
{
[Dependency] private SpriteSystem _sprite = default!;
[Dependency] private EntityQuery _spriteQuery;
protected override void OnSpriteMoveInput(Entity ent, ref SpriteMoveEvent args)
{
base.OnSpriteMoveInput(ent, ref args);
UpdateSprite(ent, args.IsMoving);
}
[SubscribeLocalEvent]
private void OnAfterAutoHandleState(Entity ent, ref AfterAutoHandleStateEvent args)
{
UpdateSprite(ent, ent.Comp.IsMoving);
}
private void UpdateSprite(Entity ent, bool isMoving)
{
if (!_spriteQuery.TryGetComponent(ent, out var sprite))
return;
if (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);
}
}
}
}