Cleanup more SpriteComponent warnings (part 2) (#37522)
* Cleanup warnings in DamageMarkerSystem * Cleanup warnings in CuffableSystem * Cleanup warnings in DeployableTurretSystem * Cleanup warnings in StorageContainerVisualsSystem * Cleanup warnings in ItemMapperSystem * Cleanup warnings in ItemCounterSystem * Cleanup warnings in RandomSpriteSystem * Cleanup warnings in PowerCellSystem * Cleanup warnings in ParticleAcceleratorPartVisualizerSystem * Cleanup warnings in PaperVisualizerSystem * Cleanup warnings in PoweredLightVisualizerSystem * Cleanup warnings in LightBulbSystem * Cleanup warnings in EmergencyLightSystem * Cleanup warnings in DoorSystem * Cleanup warnings in ClockSystem * Cleanup warnings in BuckleSystem * Cleanup warnings in JukeboxSystem
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@@ -11,6 +11,7 @@ public sealed class PoweredLightVisualizerSystem : VisualizerSystem<PoweredLight
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedAudioSystem _audio = 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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@@ -27,16 +28,16 @@ public sealed class PoweredLightVisualizerSystem : VisualizerSystem<PoweredLight
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return;
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if (comp.SpriteStateMap.TryGetValue(state, out var spriteState))
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args.Sprite.LayerSetState(PoweredLightLayers.Base, spriteState);
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_sprite.LayerSetRsiState((uid, args.Sprite), PoweredLightLayers.Base, spriteState);
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if (args.Sprite.LayerExists(PoweredLightLayers.Glow))
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if (_sprite.LayerExists((uid, args.Sprite), PoweredLightLayers.Glow))
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{
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if (TryComp<PointLightComponent>(uid, out var light))
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{
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args.Sprite.LayerSetColor(PoweredLightLayers.Glow, light.Color);
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_sprite.LayerSetColor((uid, args.Sprite), PoweredLightLayers.Glow, light.Color);
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}
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args.Sprite.LayerSetVisible(PoweredLightLayers.Glow, state == PoweredLightState.On);
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_sprite.LayerSetVisible((uid, args.Sprite), PoweredLightLayers.Glow, state == PoweredLightState.On);
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}
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SetBlinkingAnimation(
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@@ -56,7 +57,7 @@ public sealed class PoweredLightVisualizerSystem : VisualizerSystem<PoweredLight
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return;
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if (args.Key != PoweredLightVisualsComponent.BlinkingAnimationKey)
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return;
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if(!comp.IsBlinking)
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if (!comp.IsBlinking)
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return;
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AnimationSystem.Play((uid, animationPlayer), BlinkingAnimation(comp), PoweredLightVisualsComponent.BlinkingAnimationKey);
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