Cleanup warnings in FireVisualizerSystem (#37417)

Cleanup warnings in FireVisualizerSystem
This commit is contained in:
Tayrtahn
2025-05-13 11:58:53 -04:00
committed by GitHub
parent 6218ab70a8
commit 05c71507c5

View File

@@ -2,6 +2,7 @@ using Content.Client.Atmos.Components;
using Content.Shared.Atmos; using Content.Shared.Atmos;
using Robust.Client.GameObjects; using Robust.Client.GameObjects;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Utility;
namespace Content.Client.Atmos.EntitySystems; namespace Content.Client.Atmos.EntitySystems;
@@ -10,6 +11,7 @@ namespace Content.Client.Atmos.EntitySystems;
/// </summary> /// </summary>
public sealed class FireVisualizerSystem : VisualizerSystem<FireVisualsComponent> public sealed class FireVisualizerSystem : VisualizerSystem<FireVisualsComponent>
{ {
[Dependency] private readonly SpriteSystem _sprite = default!;
[Dependency] private readonly PointLightSystem _lights = default!; [Dependency] private readonly PointLightSystem _lights = default!;
public override void Initialize() public override void Initialize()
@@ -31,9 +33,9 @@ public sealed class FireVisualizerSystem : VisualizerSystem<FireVisualsComponent
// Need LayerMapTryGet because Init fails if there's no existing sprite / appearancecomp // Need LayerMapTryGet because Init fails if there's no existing sprite / appearancecomp
// which means in some setups (most frequently no AppearanceComp) the layer never exists. // which means in some setups (most frequently no AppearanceComp) the layer never exists.
if (TryComp<SpriteComponent>(uid, out var sprite) && if (TryComp<SpriteComponent>(uid, out var sprite) &&
sprite.LayerMapTryGet(FireVisualLayers.Fire, out var layer)) _sprite.LayerMapTryGet((uid, sprite), FireVisualLayers.Fire, out var layer, false))
{ {
sprite.RemoveLayer(layer); _sprite.RemoveLayer((uid, sprite), layer);
} }
} }
@@ -42,11 +44,11 @@ public sealed class FireVisualizerSystem : VisualizerSystem<FireVisualsComponent
if (!TryComp<SpriteComponent>(uid, out var sprite) || !TryComp(uid, out AppearanceComponent? appearance)) if (!TryComp<SpriteComponent>(uid, out var sprite) || !TryComp(uid, out AppearanceComponent? appearance))
return; return;
sprite.LayerMapReserveBlank(FireVisualLayers.Fire); _sprite.LayerMapReserve((uid, sprite), FireVisualLayers.Fire);
sprite.LayerSetVisible(FireVisualLayers.Fire, false); _sprite.LayerSetVisible((uid, sprite), FireVisualLayers.Fire, false);
sprite.LayerSetShader(FireVisualLayers.Fire, "unshaded"); sprite.LayerSetShader(FireVisualLayers.Fire, "unshaded");
if (component.Sprite != null) if (component.Sprite != null)
sprite.LayerSetRSI(FireVisualLayers.Fire, component.Sprite); _sprite.LayerSetRsi((uid, sprite), FireVisualLayers.Fire, new ResPath(component.Sprite));
UpdateAppearance(uid, component, sprite, appearance); UpdateAppearance(uid, component, sprite, appearance);
} }
@@ -59,12 +61,12 @@ public sealed class FireVisualizerSystem : VisualizerSystem<FireVisualsComponent
private void UpdateAppearance(EntityUid uid, FireVisualsComponent component, SpriteComponent sprite, AppearanceComponent appearance) private void UpdateAppearance(EntityUid uid, FireVisualsComponent component, SpriteComponent sprite, AppearanceComponent appearance)
{ {
if (!sprite.LayerMapTryGet(FireVisualLayers.Fire, out var index)) if (!_sprite.LayerMapTryGet((uid, sprite), FireVisualLayers.Fire, out var index, false))
return; return;
AppearanceSystem.TryGetData<bool>(uid, FireVisuals.OnFire, out var onFire, appearance); AppearanceSystem.TryGetData<bool>(uid, FireVisuals.OnFire, out var onFire, appearance);
AppearanceSystem.TryGetData<float>(uid, FireVisuals.FireStacks, out var fireStacks, appearance); AppearanceSystem.TryGetData<float>(uid, FireVisuals.FireStacks, out var fireStacks, appearance);
sprite.LayerSetVisible(index, onFire); _sprite.LayerSetVisible((uid, sprite), index, onFire);
if (!onFire) if (!onFire)
{ {
@@ -78,9 +80,9 @@ public sealed class FireVisualizerSystem : VisualizerSystem<FireVisualsComponent
} }
if (fireStacks > component.FireStackAlternateState && !string.IsNullOrEmpty(component.AlternateState)) if (fireStacks > component.FireStackAlternateState && !string.IsNullOrEmpty(component.AlternateState))
sprite.LayerSetState(index, component.AlternateState); _sprite.LayerSetRsiState((uid, sprite), index, component.AlternateState);
else else
sprite.LayerSetState(index, component.NormalState); _sprite.LayerSetRsiState((uid, sprite), index, component.NormalState);
component.LightEntity ??= Spawn(null, new EntityCoordinates(uid, default)); component.LightEntity ??= Spawn(null, new EntityCoordinates(uid, default));
var light = EnsureComp<PointLightComponent>(component.LightEntity.Value); var light = EnsureComp<PointLightComponent>(component.LightEntity.Value);