Remove redundant disposals layer (#17848)

This commit is contained in:
metalgearsloth
2023-07-06 14:41:35 +10:00
committed by GitHub
parent 41ec845109
commit 08d3b17bc0

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@@ -81,7 +81,6 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
sprite.LayerSetVisible(DisposalUnitVisualLayers.Unanchored, state == VisualState.UnAnchored); sprite.LayerSetVisible(DisposalUnitVisualLayers.Unanchored, state == VisualState.UnAnchored);
sprite.LayerSetVisible(DisposalUnitVisualLayers.Base, state == VisualState.Anchored); sprite.LayerSetVisible(DisposalUnitVisualLayers.Base, state == VisualState.Anchored);
sprite.LayerSetVisible(DisposalUnitVisualLayers.BaseCharging, state == VisualState.Charging);
sprite.LayerSetVisible(DisposalUnitVisualLayers.BaseFlush, state is VisualState.Flushing or VisualState.Charging); sprite.LayerSetVisible(DisposalUnitVisualLayers.BaseFlush, state is VisualState.Flushing or VisualState.Charging);
// This is a transient state so not too worried about replaying in range. // This is a transient state so not too worried about replaying in range.