fish-station/Content.Client/_Sunrise/Weapons/Ranged/Systems/BatteryWeaponFireModesVisualSystem.cs

32 lines
1.2 KiB
C#

using Content.Client.Weapons.Ranged.Components;
using Content.Client.Weapons.Ranged.Systems;
using Content.Shared.Weapons.Ranged.Components;
using Robust.Client.GameObjects;
namespace Content.Client._Sunrise.Weapons.Ranged.Systems;
public sealed class BatteryWeaponFireModesVisualSystem : EntitySystem
{
[Dependency] private readonly GunSystem _gun = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BatteryWeaponFireModesComponent, AfterAutoHandleStateEvent>(OnFireModeChanged);
}
private void OnFireModeChanged(EntityUid uid, BatteryWeaponFireModesComponent component, ref AfterAutoHandleStateEvent args)
{
if (!TryComp<SpriteComponent>(uid, out var sprite))
return;
var fireMode = component.FireModes[component.CurrentFireMode];
if (fireMode.VisualState != null && sprite.LayerMapTryGet(FireModesLayers.FireMode, out _))
sprite.LayerSetState(FireModesLayers.FireMode, fireMode.VisualState);
if (TryComp<MagazineVisualsComponent>(uid, out var magVisualsComp) && fireMode.MagState != null)
_gun.SetMagState(uid, fireMode.MagState, false, magVisualsComp);
}
}