Refactor LightBehaviorSystem to remove obsolete code (#30890)
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@@ -3,15 +3,15 @@ using Content.Client.Light.Components;
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using Content.Shared.Light;
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using Content.Shared.Light.Components;
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using Content.Shared.Toggleable;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.Animations;
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using Content.Client.Light.EntitySystems;
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namespace Content.Client.Light;
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public sealed class HandheldLightSystem : SharedHandheldLightSystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly LightBehaviorSystem _lightBehavior = default!;
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public override void Initialize()
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{
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@@ -41,9 +41,9 @@ public sealed class HandheldLightSystem : SharedHandheldLightSystem
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if (TryComp<LightBehaviourComponent>(uid, out var lightBehaviour))
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{
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// Reset any running behaviour to reset the animated properties back to the original value, to avoid conflicts between resets
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if (lightBehaviour.HasRunningBehaviours())
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if (_lightBehavior.HasRunningBehaviours((uid, lightBehaviour)))
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{
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lightBehaviour.StopLightBehaviour(resetToOriginalSettings: true);
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_lightBehavior.StopLightBehaviour((uid, lightBehaviour), resetToOriginalSettings: true);
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}
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if (!enabled)
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@@ -56,10 +56,10 @@ public sealed class HandheldLightSystem : SharedHandheldLightSystem
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case HandheldLightPowerStates.FullPower:
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break; // We just needed to reset all behaviours
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case HandheldLightPowerStates.LowPower:
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lightBehaviour.StartLightBehaviour(component.RadiatingBehaviourId);
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_lightBehavior.StartLightBehaviour((uid, lightBehaviour), component.RadiatingBehaviourId);
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break;
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case HandheldLightPowerStates.Dying:
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lightBehaviour.StartLightBehaviour(component.BlinkingBehaviourId);
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_lightBehavior.StartLightBehaviour((uid, lightBehaviour), component.BlinkingBehaviourId);
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break;
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}
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}
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