Remove redundant disposals layer (#17848)
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@@ -81,7 +81,6 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
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sprite.LayerSetVisible(DisposalUnitVisualLayers.Unanchored, state == VisualState.UnAnchored);
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sprite.LayerSetVisible(DisposalUnitVisualLayers.Base, state == VisualState.Anchored);
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sprite.LayerSetVisible(DisposalUnitVisualLayers.BaseCharging, state == VisualState.Charging);
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sprite.LayerSetVisible(DisposalUnitVisualLayers.BaseFlush, state is VisualState.Flushing or VisualState.Charging);
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// This is a transient state so not too worried about replaying in range.
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