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
This commit is contained in:
Tayrtahn
2025-05-16 23:02:36 -04:00
committed by GitHub
parent b75fdd22de
commit 33f111c090
17 changed files with 110 additions and 87 deletions

View File

@@ -10,6 +10,7 @@ namespace Content.Client.Storage.Systems;
public sealed class ItemCounterSystem : SharedItemCounterSystem
{
[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
public override void Initialize()
{
@@ -41,23 +42,23 @@ public sealed class ItemCounterSystem : SharedItemCounterSystem
public void ProcessOpaqueSprite(EntityUid uid, string layer, int count, int maxCount, List<string> states, bool hide = false, SpriteComponent? sprite = null)
{
if (!Resolve(uid, ref sprite)
|| !sprite.LayerMapTryGet(layer, out var layerKey, logError: true))
|| !_sprite.LayerMapTryGet((uid, sprite), layer, out var layerKey, logMissing: true))
return;
var activeState = ContentHelpers.RoundToEqualLevels(count, maxCount, states.Count);
sprite.LayerSetState(layerKey, states[activeState]);
sprite.LayerSetVisible(layerKey, !hide);
_sprite.LayerSetRsiState((uid, sprite), layerKey, states[activeState]);
_sprite.LayerSetVisible((uid, sprite), layerKey, !hide);
}
public void ProcessCompositeSprite(EntityUid uid, int count, int maxCount, List<string> layers, bool hide = false, SpriteComponent? sprite = null)
{
if(!Resolve(uid, ref sprite))
if (!Resolve(uid, ref sprite))
return;
var activeTill = ContentHelpers.RoundToNearestLevels(count, maxCount, layers.Count);
for(var i = 0; i < layers.Count; ++i)
for (var i = 0; i < layers.Count; ++i)
{
sprite.LayerSetVisible(layers[i], !hide && i < activeTill);
_sprite.LayerSetVisible((uid, sprite), layers[i], !hide && i < activeTill);
}
}