Cleanup warnings in VendingMachineSystem (#37454)
Cleanup warnings in VendingMachineSystem
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@@ -10,6 +10,7 @@ public sealed class VendingMachineSystem : SharedVendingMachineSystem
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{
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[Dependency] private readonly AnimationPlayerSystem _animationPlayer = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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public override void Initialize()
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{
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@@ -113,48 +114,48 @@ public sealed class VendingMachineSystem : SharedVendingMachineSystem
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private void UpdateAppearance(EntityUid uid, VendingMachineVisualState visualState, VendingMachineComponent component, SpriteComponent sprite)
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{
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SetLayerState(VendingMachineVisualLayers.Base, component.OffState, sprite);
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SetLayerState(VendingMachineVisualLayers.Base, component.OffState, (uid, sprite));
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switch (visualState)
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{
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case VendingMachineVisualState.Normal:
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SetLayerState(VendingMachineVisualLayers.BaseUnshaded, component.NormalState, sprite);
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SetLayerState(VendingMachineVisualLayers.Screen, component.ScreenState, sprite);
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SetLayerState(VendingMachineVisualLayers.BaseUnshaded, component.NormalState, (uid, sprite));
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SetLayerState(VendingMachineVisualLayers.Screen, component.ScreenState, (uid, sprite));
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break;
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case VendingMachineVisualState.Deny:
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if (component.LoopDenyAnimation)
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SetLayerState(VendingMachineVisualLayers.BaseUnshaded, component.DenyState, sprite);
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SetLayerState(VendingMachineVisualLayers.BaseUnshaded, component.DenyState, (uid, sprite));
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else
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PlayAnimation(uid, VendingMachineVisualLayers.BaseUnshaded, component.DenyState, (float)component.DenyDelay.TotalSeconds, sprite);
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SetLayerState(VendingMachineVisualLayers.Screen, component.ScreenState, sprite);
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SetLayerState(VendingMachineVisualLayers.Screen, component.ScreenState, (uid, sprite));
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break;
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case VendingMachineVisualState.Eject:
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PlayAnimation(uid, VendingMachineVisualLayers.BaseUnshaded, component.EjectState, (float)component.EjectDelay.TotalSeconds, sprite);
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SetLayerState(VendingMachineVisualLayers.Screen, component.ScreenState, sprite);
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SetLayerState(VendingMachineVisualLayers.Screen, component.ScreenState, (uid, sprite));
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break;
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case VendingMachineVisualState.Broken:
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HideLayers(sprite);
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SetLayerState(VendingMachineVisualLayers.Base, component.BrokenState, sprite);
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HideLayers((uid, sprite));
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SetLayerState(VendingMachineVisualLayers.Base, component.BrokenState, (uid, sprite));
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break;
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case VendingMachineVisualState.Off:
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HideLayers(sprite);
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HideLayers((uid, sprite));
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break;
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}
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}
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private static void SetLayerState(VendingMachineVisualLayers layer, string? state, SpriteComponent sprite)
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private void SetLayerState(VendingMachineVisualLayers layer, string? state, Entity<SpriteComponent> sprite)
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{
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if (string.IsNullOrEmpty(state))
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return;
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sprite.LayerSetVisible(layer, true);
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sprite.LayerSetAutoAnimated(layer, true);
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sprite.LayerSetState(layer, state);
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_sprite.LayerSetVisible(sprite.AsNullable(), layer, true);
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_sprite.LayerSetAutoAnimated(sprite.AsNullable(), layer, true);
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_sprite.LayerSetRsiState(sprite.AsNullable(), layer, state);
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}
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private void PlayAnimation(EntityUid uid, VendingMachineVisualLayers layer, string? state, float animationTime, SpriteComponent sprite)
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@@ -165,7 +166,7 @@ public sealed class VendingMachineSystem : SharedVendingMachineSystem
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if (!_animationPlayer.HasRunningAnimation(uid, state))
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{
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var animation = GetAnimation(layer, state, animationTime);
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sprite.LayerSetVisible(layer, true);
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_sprite.LayerSetVisible((uid, sprite), layer, true);
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_animationPlayer.Play(uid, animation, state);
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}
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}
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@@ -189,17 +190,17 @@ public sealed class VendingMachineSystem : SharedVendingMachineSystem
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};
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}
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private static void HideLayers(SpriteComponent sprite)
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private void HideLayers(Entity<SpriteComponent> sprite)
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{
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HideLayer(VendingMachineVisualLayers.BaseUnshaded, sprite);
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HideLayer(VendingMachineVisualLayers.Screen, sprite);
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}
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private static void HideLayer(VendingMachineVisualLayers layer, SpriteComponent sprite)
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private void HideLayer(VendingMachineVisualLayers layer, Entity<SpriteComponent> sprite)
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{
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if (!sprite.LayerMapTryGet(layer, out var actualLayer))
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if (!_sprite.LayerMapTryGet(sprite.AsNullable(), layer, out var actualLayer, false))
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return;
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sprite.LayerSetVisible(actualLayer, false);
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_sprite.LayerSetVisible(sprite.AsNullable(), actualLayer, false);
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}
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}
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