Fix StackVisualizer mutating.

This commit is contained in:
Pieter-Jan Briers
2021-02-23 23:28:22 +01:00
parent ec9a31a723
commit 2ec0304072

View File

@@ -15,7 +15,7 @@ namespace Content.Client.GameObjects.Components
/// Visualizer for items that come in stacks and have different appearance /// Visualizer for items that come in stacks and have different appearance
/// depending on the size of the stack. Visualizer can work by switching between different /// depending on the size of the stack. Visualizer can work by switching between different
/// icons in <c>_spriteLayers</c> or if the sprite layers are supposed to be composed as transparent layers. /// icons in <c>_spriteLayers</c> or if the sprite layers are supposed to be composed as transparent layers.
/// The former behavior is default and the latter behavior can be defined in prototypes. /// The former behavior is default and the latter behavior can be defined in prototypes.
/// ///
/// <example> /// <example>
/// <para>To define a Stack Visualizer prototype insert the following /// <para>To define a Stack Visualizer prototype insert the following
@@ -72,7 +72,7 @@ namespace Content.Client.GameObjects.Components
/// <description>true: they are transparent and thus layered one over another in ascending order first</description> /// <description>true: they are transparent and thus layered one over another in ascending order first</description>
/// </item> /// </item>
/// </list> /// </list>
/// ///
/// </summary> /// </summary>
private bool _isComposite; private bool _isComposite;
private ResourcePath? _spritePath; private ResourcePath? _spritePath;
@@ -108,13 +108,12 @@ namespace Content.Client.GameObjects.Components
&& _spriteLayers.Count > 0 && _spriteLayers.Count > 0
&& entity.TryGetComponent<ISpriteComponent>(out var spriteComponent)) && entity.TryGetComponent<ISpriteComponent>(out var spriteComponent))
{ {
_spritePath ??= spriteComponent.BaseRSI!.Path!; var spritePath = _spritePath ?? spriteComponent.BaseRSI!.Path!;
foreach (var sprite in _spriteLayers) foreach (var sprite in _spriteLayers)
{ {
var rsiPath = _spritePath;
spriteComponent.LayerMapReserveBlank(sprite); spriteComponent.LayerMapReserveBlank(sprite);
spriteComponent.LayerSetSprite(sprite, new SpriteSpecifier.Rsi(rsiPath, sprite)); spriteComponent.LayerSetSprite(sprite, new SpriteSpecifier.Rsi(spritePath, sprite));
spriteComponent.LayerSetVisible(sprite, false); spriteComponent.LayerSetVisible(sprite, false);
} }
} }