Cleanup warnings in DisposalUnitSystem (#37389)
Cleanup warnings in DisposalUnitSystem
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@@ -13,6 +13,7 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
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[Dependency] private readonly AnimationPlayerSystem _animationSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] private readonly SharedUserInterfaceSystem _uiSystem = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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private const string AnimationKey = "disposal_unit_animation";
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@@ -67,13 +68,13 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
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if (!_appearanceSystem.TryGetData<DisposalUnitComponent.VisualState>(ent, DisposalUnitComponent.Visuals.VisualState, out var state, appearance))
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return;
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sprite.LayerSetVisible(DisposalUnitVisualLayers.Unanchored, state == DisposalUnitComponent.VisualState.UnAnchored);
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sprite.LayerSetVisible(DisposalUnitVisualLayers.Base, state == DisposalUnitComponent.VisualState.Anchored);
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sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayFlush, state == DisposalUnitComponent.VisualState.OverlayFlushing);
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sprite.LayerSetVisible(DisposalUnitVisualLayers.BaseCharging, state == DisposalUnitComponent.VisualState.OverlayCharging);
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_sprite.LayerSetVisible((ent, sprite), DisposalUnitVisualLayers.Unanchored, state == DisposalUnitComponent.VisualState.UnAnchored);
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_sprite.LayerSetVisible((ent, sprite), DisposalUnitVisualLayers.Base, state == DisposalUnitComponent.VisualState.Anchored);
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_sprite.LayerSetVisible((ent, sprite), DisposalUnitVisualLayers.OverlayFlush, state == DisposalUnitComponent.VisualState.OverlayFlushing);
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_sprite.LayerSetVisible((ent, sprite), DisposalUnitVisualLayers.BaseCharging, state == DisposalUnitComponent.VisualState.OverlayCharging);
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var chargingState = sprite.LayerMapTryGet(DisposalUnitVisualLayers.BaseCharging, out var chargingLayer)
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? sprite.LayerGetState(chargingLayer)
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var chargingState = _sprite.LayerMapTryGet((ent, sprite), DisposalUnitVisualLayers.BaseCharging, out var chargingLayer, false)
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? _sprite.LayerGetRsiState((ent, sprite), chargingLayer)
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: new RSI.StateId(DefaultChargeState);
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// This is a transient state so not too worried about replaying in range.
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@@ -81,8 +82,8 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
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{
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if (!_animationSystem.HasRunningAnimation(ent, AnimationKey))
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{
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var flushState = sprite.LayerMapTryGet(DisposalUnitVisualLayers.OverlayFlush, out var flushLayer)
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? sprite.LayerGetState(flushLayer)
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var flushState = _sprite.LayerMapTryGet((ent, sprite), DisposalUnitVisualLayers.OverlayFlush, out var flushLayer, false)
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? _sprite.LayerGetRsiState((ent, sprite), flushLayer)
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: new RSI.StateId(DefaultFlushState);
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// Setup the flush animation to play
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@@ -124,16 +125,16 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
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if (!_appearanceSystem.TryGetData<DisposalUnitComponent.HandleState>(ent, DisposalUnitComponent.Visuals.Handle, out var handleState, appearance))
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handleState = DisposalUnitComponent.HandleState.Normal;
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sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayEngaged, handleState != DisposalUnitComponent.HandleState.Normal);
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_sprite.LayerSetVisible((ent, sprite), DisposalUnitVisualLayers.OverlayEngaged, handleState != DisposalUnitComponent.HandleState.Normal);
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if (!_appearanceSystem.TryGetData<DisposalUnitComponent.LightStates>(ent, DisposalUnitComponent.Visuals.Light, out var lightState, appearance))
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lightState = DisposalUnitComponent.LightStates.Off;
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sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayCharging,
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_sprite.LayerSetVisible((ent, sprite), DisposalUnitVisualLayers.OverlayCharging,
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(lightState & DisposalUnitComponent.LightStates.Charging) != 0);
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sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayReady,
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_sprite.LayerSetVisible((ent, sprite), DisposalUnitVisualLayers.OverlayReady,
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(lightState & DisposalUnitComponent.LightStates.Ready) != 0);
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sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayFull,
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_sprite.LayerSetVisible((ent, sprite), DisposalUnitVisualLayers.OverlayFull,
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(lightState & DisposalUnitComponent.LightStates.Full) != 0);
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}
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}
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