From 0b73b6d1980102836a1b69773223a235bcd9862c Mon Sep 17 00:00:00 2001 From: Tayrtahn Date: Mon, 12 May 2025 18:02:17 -0400 Subject: [PATCH] Cleanup warnings in `DisposalUnitSystem` (#37389) Cleanup warnings in DisposalUnitSystem --- .../Disposal/Unit/DisposalUnitSystem.cs | 25 ++++++++++--------- 1 file changed, 13 insertions(+), 12 deletions(-) diff --git a/Content.Client/Disposal/Unit/DisposalUnitSystem.cs b/Content.Client/Disposal/Unit/DisposalUnitSystem.cs index 8c72cadff3..9e6d5e96a2 100644 --- a/Content.Client/Disposal/Unit/DisposalUnitSystem.cs +++ b/Content.Client/Disposal/Unit/DisposalUnitSystem.cs @@ -13,6 +13,7 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem [Dependency] private readonly AnimationPlayerSystem _animationSystem = default!; [Dependency] private readonly SharedAudioSystem _audioSystem = default!; [Dependency] private readonly SharedUserInterfaceSystem _uiSystem = default!; + [Dependency] private readonly SpriteSystem _sprite = default!; private const string AnimationKey = "disposal_unit_animation"; @@ -67,13 +68,13 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem if (!_appearanceSystem.TryGetData(ent, DisposalUnitComponent.Visuals.VisualState, out var state, appearance)) return; - sprite.LayerSetVisible(DisposalUnitVisualLayers.Unanchored, state == DisposalUnitComponent.VisualState.UnAnchored); - sprite.LayerSetVisible(DisposalUnitVisualLayers.Base, state == DisposalUnitComponent.VisualState.Anchored); - sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayFlush, state == DisposalUnitComponent.VisualState.OverlayFlushing); - sprite.LayerSetVisible(DisposalUnitVisualLayers.BaseCharging, state == DisposalUnitComponent.VisualState.OverlayCharging); + _sprite.LayerSetVisible((ent, sprite), DisposalUnitVisualLayers.Unanchored, state == DisposalUnitComponent.VisualState.UnAnchored); + _sprite.LayerSetVisible((ent, sprite), DisposalUnitVisualLayers.Base, state == DisposalUnitComponent.VisualState.Anchored); + _sprite.LayerSetVisible((ent, sprite), DisposalUnitVisualLayers.OverlayFlush, state == DisposalUnitComponent.VisualState.OverlayFlushing); + _sprite.LayerSetVisible((ent, sprite), DisposalUnitVisualLayers.BaseCharging, state == DisposalUnitComponent.VisualState.OverlayCharging); - var chargingState = sprite.LayerMapTryGet(DisposalUnitVisualLayers.BaseCharging, out var chargingLayer) - ? sprite.LayerGetState(chargingLayer) + var chargingState = _sprite.LayerMapTryGet((ent, sprite), DisposalUnitVisualLayers.BaseCharging, out var chargingLayer, false) + ? _sprite.LayerGetRsiState((ent, sprite), chargingLayer) : new RSI.StateId(DefaultChargeState); // This is a transient state so not too worried about replaying in range. @@ -81,8 +82,8 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem { if (!_animationSystem.HasRunningAnimation(ent, AnimationKey)) { - var flushState = sprite.LayerMapTryGet(DisposalUnitVisualLayers.OverlayFlush, out var flushLayer) - ? sprite.LayerGetState(flushLayer) + var flushState = _sprite.LayerMapTryGet((ent, sprite), DisposalUnitVisualLayers.OverlayFlush, out var flushLayer, false) + ? _sprite.LayerGetRsiState((ent, sprite), flushLayer) : new RSI.StateId(DefaultFlushState); // Setup the flush animation to play @@ -124,16 +125,16 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem if (!_appearanceSystem.TryGetData(ent, DisposalUnitComponent.Visuals.Handle, out var handleState, appearance)) handleState = DisposalUnitComponent.HandleState.Normal; - sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayEngaged, handleState != DisposalUnitComponent.HandleState.Normal); + _sprite.LayerSetVisible((ent, sprite), DisposalUnitVisualLayers.OverlayEngaged, handleState != DisposalUnitComponent.HandleState.Normal); if (!_appearanceSystem.TryGetData(ent, DisposalUnitComponent.Visuals.Light, out var lightState, appearance)) lightState = DisposalUnitComponent.LightStates.Off; - sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayCharging, + _sprite.LayerSetVisible((ent, sprite), DisposalUnitVisualLayers.OverlayCharging, (lightState & DisposalUnitComponent.LightStates.Charging) != 0); - sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayReady, + _sprite.LayerSetVisible((ent, sprite), DisposalUnitVisualLayers.OverlayReady, (lightState & DisposalUnitComponent.LightStates.Ready) != 0); - sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayFull, + _sprite.LayerSetVisible((ent, sprite), DisposalUnitVisualLayers.OverlayFull, (lightState & DisposalUnitComponent.LightStates.Full) != 0); } }