Files
wwdpublic/Content.Shared/_White/Animations/SharedWaddleAnimationSystem.cs
2024-10-31 10:22:32 +07:00

52 lines
1.5 KiB
C#

using Content.Shared.Buckle;
using Content.Shared.Gravity;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
using Content.Shared.Standing;
using Robust.Shared.Timing;
namespace Content.Shared._White.Animations;
public abstract class SharedWaddleAnimationSystem : EntitySystem
{
[Dependency] protected readonly IGameTiming Timing = default!;
[Dependency] private readonly StandingStateSystem _standingState = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
[Dependency] private readonly SharedBuckleSystem _buckle = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<WaddleAnimationComponent, MoveInputEvent>(OnMovementInput);
}
private void OnMovementInput(EntityUid uid, WaddleAnimationComponent component, MoveInputEvent args)
{
if (!Timing.IsFirstTimePredicted
|| _standingState.IsDown(uid)
|| _gravity.IsWeightless(uid)
|| _buckle.IsBuckled(uid))
return;
if (!args.HasDirectionalMovement && component.IsCurrentlyWaddling)
{
component.IsCurrentlyWaddling = false;
StopAnimation(uid);
return;
}
if (component.IsCurrentlyWaddling || !args.HasDirectionalMovement)
return;
component.IsCurrentlyWaddling = true;
PlayAnimation(uid);
}
protected abstract void PlayAnimation(EntityUid user);
protected abstract void StopAnimation(EntityUid user);
}