private void OnProxAnimation(EntityUid uid, TriggerOnProximityComponent component, AnimationCompletedEvent args) { if (!TryComp <AppearanceComponent>(uid, out var appearance)) { return; } // So animation doesn't get spammed if no server state comes in. appearance.SetData(ProximityTriggerVisualState.State, ProximityTriggerVisuals.Inactive); OnChangeData(uid, component, appearance); }
private void OnAnimationCompleted(EntityUid uid, OrbitVisualsComponent component, AnimationCompletedEvent args) { if (args.Key == _orbitAnimationKey) { if (EntityManager.TryGetComponent(uid, out AnimationPlayerComponent? animationPlayer)) { animationPlayer.Play(GetOrbitAnimation(component), _orbitAnimationKey); } } }
private void OnAnimationCompleted(EntityUid uid, JitteringComponent jittering, AnimationCompletedEvent args) { if (args.Key != _jitterAnimationKey) { return; } if (EntityManager.TryGetComponent(uid, out AnimationPlayerComponent? animationPlayer) && EntityManager.TryGetComponent(uid, out ISpriteComponent? sprite)) { animationPlayer.Play(GetAnimation(jittering, sprite), _jitterAnimationKey); } }
private void OnEffectAnimComplete(EntityUid uid, EffectVisualsComponent component, AnimationCompletedEvent args) { QueueDel(uid); }