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 @@ public sealed partial class DeployableTurretSystem : SharedDeployableTurretSyste
{
[Dependency] private readonly AppearanceSystem _appearance = default!;
[Dependency] private readonly AnimationPlayerSystem _animation = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
public override void Initialize()
{
@@ -90,13 +91,13 @@ public sealed partial class DeployableTurretSystem : SharedDeployableTurretSyste
var destinationState = ent.Comp.VisualState & DeployableTurretState.Deployed;
if (targetState != destinationState)
targetState = targetState | DeployableTurretState.Retracting;
targetState |= DeployableTurretState.Retracting;
ent.Comp.VisualState = state;
// Toggle layer visibility
sprite.LayerSetVisible(DeployableTurretVisuals.Weapon, (targetState & DeployableTurretState.Deployed) > 0);
sprite.LayerSetVisible(PowerDeviceVisualLayers.Powered, HasAmmo(ent) && targetState == DeployableTurretState.Retracted);
_sprite.LayerSetVisible((ent.Owner, sprite), DeployableTurretVisuals.Weapon, (targetState & DeployableTurretState.Deployed) > 0);
_sprite.LayerSetVisible((ent.Owner, sprite), PowerDeviceVisualLayers.Powered, HasAmmo(ent) && targetState == DeployableTurretState.Retracted);
// Change the visual state
switch (targetState)
@@ -110,11 +111,11 @@ public sealed partial class DeployableTurretSystem : SharedDeployableTurretSyste
break;
case DeployableTurretState.Deployed:
sprite.LayerSetState(DeployableTurretVisuals.Turret, ent.Comp.DeployedState);
_sprite.LayerSetRsiState((ent.Owner, sprite), DeployableTurretVisuals.Turret, ent.Comp.DeployedState);
break;
case DeployableTurretState.Retracted:
sprite.LayerSetState(DeployableTurretVisuals.Turret, ent.Comp.RetractedState);
_sprite.LayerSetRsiState((ent.Owner, sprite), DeployableTurretVisuals.Turret, ent.Comp.RetractedState);
break;
}
}