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

@@ -9,6 +9,7 @@ namespace Content.Client.Storage.Systems;
public sealed class ItemMapperSystem : SharedItemMapperSystem
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
public override void Initialize()
{
@@ -48,9 +49,9 @@ public sealed class ItemMapperSystem : SharedItemMapperSystem
foreach (var sprite in component.SpriteLayers)
{
spriteComponent.LayerMapReserveBlank(sprite);
spriteComponent.LayerSetSprite(sprite, new SpriteSpecifier.Rsi(component.RSIPath!.Value, sprite));
spriteComponent.LayerSetVisible(sprite, false);
_sprite.LayerMapReserve((owner, spriteComponent), sprite);
_sprite.LayerSetSprite((owner, spriteComponent), sprite, new SpriteSpecifier.Rsi(component.RSIPath!.Value, sprite));
_sprite.LayerSetVisible((owner, spriteComponent), sprite, false);
}
}
@@ -63,7 +64,7 @@ public sealed class ItemMapperSystem : SharedItemMapperSystem
foreach (var layerName in component.SpriteLayers)
{
var show = wrapper.QueuedEntities.Contains(layerName);
spriteComponent.LayerSetVisible(layerName, show);
_sprite.LayerSetVisible((owner, spriteComponent), layerName, show);
}
}
}