CatStation/Content.Client/Movement/Systems/ClientSpriteMovementSystem.cs
AndrewFenriz c48d77c0d2
Predict SpriteMovement visuals (#45930)
* small cleanup

* predict
2026-09-19 07:21:57 +00:00

48 lines
1.5 KiB
C#

using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
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 partial class ClientSpriteMovementSystem : SharedSpriteMovementSystem
{
[Dependency] private SpriteSystem _sprite = default!;
[Dependency] private EntityQuery<SpriteComponent> _spriteQuery;
protected override void OnSpriteMoveInput(Entity<SpriteMovementComponent> ent, ref SpriteMoveEvent args)
{
base.OnSpriteMoveInput(ent, ref args);
UpdateSprite(ent, args.IsMoving);
}
[SubscribeLocalEvent]
private void OnAfterAutoHandleState(Entity<SpriteMovementComponent> ent, ref AfterAutoHandleStateEvent args)
{
UpdateSprite(ent, ent.Comp.IsMoving);
}
private void UpdateSprite(Entity<SpriteMovementComponent> 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);
}
}
}
}