Cleanup more SpriteComponent warnings (part 4) (#37550)
* Cleanup warnings in ClickableSystem * Cleanup warnings in FultonSystem * Cleanup warning in HolidaySystem * Cleanup warning in DoAfterOverlay * Cleanup warning in EntityHealthBarOverlay * Cleanup warning in SmokeVisualizerSystem * Cleanup warning in VaporVisualizerSystem * Cleanup warning in ColorFlashEffectSystem * Cleanup warnings in StealthSystem * Cleanup warnings in TrayScannerSystem * Cleanup warnings in InventoryUIController * Cleanup warnings in HideMechanismsCommand * Cleanup warning in ShowMechanismsCommand * Cleanup warnings in EntityPickupAnimationSystem * Cleanup warnings in PointingSystem * Cleanup warning in StickyVisualizerSystem * Cleanup warnings in TabletopSystem * Cleanup warnings in PillSystem * Cleanup warnings in DiceSystem * Cleanup warnings in ProjectileSystem
This commit is contained in:
@@ -15,6 +15,7 @@ public sealed class EntityPickupAnimationSystem : EntitySystem
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{
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[Dependency] private readonly AnimationPlayerSystem _animations = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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[Dependency] private readonly TransformSystem _transform = default!;
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public override void Initialize()
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@@ -56,8 +57,8 @@ public sealed class EntityPickupAnimationSystem : EntitySystem
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}
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var sprite = Comp<SpriteComponent>(animatableClone);
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sprite.CopyFrom(sprite0);
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sprite.Visible = true;
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_sprite.CopySprite((uid, sprite0), (animatableClone, sprite));
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_sprite.SetVisible((animatableClone, sprite), true);
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var animations = Comp<AnimationPlayerComponent>(animatableClone);
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@@ -5,6 +5,8 @@ namespace Content.Client.Chemistry.EntitySystems;
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public sealed class PillSystem : EntitySystem
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{
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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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base.Initialize();
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@@ -16,9 +18,9 @@ public sealed class PillSystem : EntitySystem
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if (!TryComp(uid, out SpriteComponent? sprite))
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return;
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if (!sprite.TryGetLayer(0, out var layer))
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if (!_sprite.TryGetLayer((uid, sprite), 0, out var layer, false))
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return;
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layer.SetState($"pill{component.PillType + 1}");
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_sprite.LayerSetRsiState(layer, $"pill{component.PillType + 1}");
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}
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}
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@@ -15,8 +15,8 @@ public sealed class SmokeVisualizerSystem : VisualizerSystem<SmokeVisualsCompone
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{
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if (args.Sprite == null)
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return;
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if(!AppearanceSystem.TryGetData<Color>(uid, SmokeVisuals.Color, out var color))
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if (!AppearanceSystem.TryGetData<Color>(uid, SmokeVisuals.Color, out var color))
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return;
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args.Sprite.Color = color;
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SpriteSystem.SetColor((uid, args.Sprite), color);
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}
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}
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@@ -52,7 +52,7 @@ public sealed class VaporVisualizerSystem : VisualizerSystem<VaporVisualsCompone
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{
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if (AppearanceSystem.TryGetData<Color>(uid, VaporVisuals.Color, out var color, args.Component) && args.Sprite != null)
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{
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args.Sprite.Color = color;
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SpriteSystem.SetColor((uid, args.Sprite), color);
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}
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}
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}
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@@ -77,10 +77,10 @@ public sealed class ClickableSystem : EntitySystem
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drawDepth = sprite.DrawDepth;
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renderOrder = sprite.RenderOrder;
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var (spritePos, spriteRot) = _transforms.GetWorldPositionRotation(transform);
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var spriteBB = sprite.CalculateRotatedBoundingBox(spritePos, spriteRot, eye.Rotation);
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var spriteBB = _sprites.CalculateBounds((entity.Owner, sprite), spritePos, spriteRot, eye.Rotation);
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bottom = Matrix3Helpers.CreateRotation(eye.Rotation).TransformBox(spriteBB).Bottom;
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Matrix3x2.Invert(sprite.GetLocalMatrix(), out var invSpriteMatrix);
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Matrix3x2.Invert(sprite.LocalMatrix, out var invSpriteMatrix);
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// This should have been the rotation of the sprite relative to the screen, but this is not the case with no-rot or directional sprites.
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var relativeRotation = (spriteRot + eye.Rotation).Reduced().FlipPositive();
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@@ -107,7 +107,7 @@ public sealed class ClickableSystem : EntitySystem
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if (layer.Texture != null)
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{
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// Convert to image coordinates
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var imagePos = (Vector2i) (localPos * EyeManager.PixelsPerMeter * new Vector2(1, -1) + layer.Texture.Size / 2f);
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var imagePos = (Vector2i)(localPos * EyeManager.PixelsPerMeter * new Vector2(1, -1) + layer.Texture.Size / 2f);
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if (_clickMapManager.IsOccluding(layer.Texture, imagePos))
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return true;
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@@ -125,7 +125,7 @@ public sealed class ClickableSystem : EntitySystem
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var layerLocal = Vector2.Transform(localPos, inverseMatrix);
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// Convert to image coordinates
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var layerImagePos = (Vector2i) (layerLocal * EyeManager.PixelsPerMeter * new Vector2(1, -1) + rsiState.Size / 2f);
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var layerImagePos = (Vector2i)(layerLocal * EyeManager.PixelsPerMeter * new Vector2(1, -1) + rsiState.Size / 2f);
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// Next, to get the right click map we need the "direction" of this layer that is actually being used to draw the sprite on the screen.
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// This **can** differ from the dir defined before, but can also just be the same.
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@@ -18,23 +18,19 @@ public sealed class HideMechanismsCommand : LocalizedCommands
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public override void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var containerSys = _entityManager.System<SharedContainerSystem>();
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var query = _entityManager.AllEntityQueryEnumerator<OrganComponent>();
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var spriteSys = _entityManager.System<SpriteSystem>();
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var query = _entityManager.AllEntityQueryEnumerator<OrganComponent, SpriteComponent>();
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while (query.MoveNext(out var uid, out _))
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while (query.MoveNext(out var uid, out _, out var sprite))
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{
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if (!_entityManager.TryGetComponent(uid, out SpriteComponent? sprite))
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{
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continue;
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}
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sprite.ContainerOccluded = false;
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spriteSys.SetContainerOccluded((uid, sprite), false);
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var tempParent = uid;
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while (containerSys.TryGetContainingContainer((tempParent, null, null), out var container))
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{
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if (!container.ShowContents)
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{
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sprite.ContainerOccluded = true;
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spriteSys.SetContainerOccluded((uid, sprite), true);
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break;
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}
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@@ -16,11 +16,12 @@ public sealed class ShowMechanismsCommand : LocalizedCommands
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public override void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var spriteSys = _entManager.System<SpriteSystem>();
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var query = _entManager.AllEntityQueryEnumerator<OrganComponent, SpriteComponent>();
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while (query.MoveNext(out _, out var sprite))
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while (query.MoveNext(out var uid, out _, out var sprite))
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{
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sprite.ContainerOccluded = false;
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spriteSys.SetContainerOccluded((uid, sprite), false);
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}
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}
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}
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@@ -5,6 +5,8 @@ namespace Content.Client.Dice;
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public sealed class DiceSystem : SharedDiceSystem
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{
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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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base.Initialize();
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@@ -18,11 +20,11 @@ public sealed class DiceSystem : SharedDiceSystem
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return;
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// TODO maybe just move each die to its own RSI?
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var state = sprite.LayerGetState(0).Name;
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var state = _sprite.LayerGetRsiState((entity.Owner, sprite), 0).Name;
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if (state == null)
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return;
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var prefix = state.Substring(0, state.IndexOf('_'));
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sprite.LayerSetState(0, $"{prefix}_{entity.Comp.CurrentValue}");
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_sprite.LayerSetRsiState((entity.Owner, sprite), 0, $"{prefix}_{entity.Comp.CurrentValue}");
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}
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}
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@@ -21,6 +21,7 @@ public sealed class DoAfterOverlay : Overlay
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private readonly MetaDataSystem _meta;
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private readonly ProgressColorSystem _progressColor;
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private readonly SharedContainerSystem _container;
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private readonly SpriteSystem _sprite;
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private readonly Texture _barTexture;
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private readonly ShaderInstance _unshadedShader;
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@@ -45,6 +46,7 @@ public sealed class DoAfterOverlay : Overlay
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_meta = _entManager.EntitySysManager.GetEntitySystem<MetaDataSystem>();
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_container = _entManager.EntitySysManager.GetEntitySystem<SharedContainerSystem>();
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_progressColor = _entManager.System<ProgressColorSystem>();
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_sprite = _entManager.System<SpriteSystem>();
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var sprite = new SpriteSpecifier.Rsi(new("/Textures/Interface/Misc/progress_bar.rsi"), "icon");
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_barTexture = _entManager.EntitySysManager.GetEntitySystem<SpriteSystem>().Frame0(sprite);
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@@ -118,7 +120,7 @@ public sealed class DoAfterOverlay : Overlay
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// Use the sprite itself if we know its bounds. This means short or tall sprites don't get overlapped
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// by the bar.
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float yOffset = sprite.Bounds.Height / 2f + 0.05f;
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var yOffset = _sprite.GetLocalBounds((uid, sprite)).Height / 2f + 0.05f;
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// Position above the entity (we've already applied the matrix transform to the entity itself)
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// Offset by the texture size for every do_after we have.
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@@ -135,7 +137,7 @@ public sealed class DoAfterOverlay : Overlay
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if (doAfter.CancelledTime != null)
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{
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var elapsed = doAfter.CancelledTime.Value - doAfter.StartTime;
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elapsedRatio = (float) Math.Min(1, elapsed.TotalSeconds / doAfter.Args.Delay.TotalSeconds);
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elapsedRatio = (float)Math.Min(1, elapsed.TotalSeconds / doAfter.Args.Delay.TotalSeconds);
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var cancelElapsed = (time - doAfter.CancelledTime.Value).TotalSeconds;
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var flash = Math.Floor(cancelElapsed / FlashTime) % 2 == 0;
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color = GetProgressColor(0, flash ? alpha : 0);
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@@ -143,7 +145,7 @@ public sealed class DoAfterOverlay : Overlay
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else
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{
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var elapsed = time - doAfter.StartTime;
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elapsedRatio = (float) Math.Min(1, elapsed.TotalSeconds / doAfter.Args.Delay.TotalSeconds);
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elapsedRatio = (float)Math.Min(1, elapsed.TotalSeconds / doAfter.Args.Delay.TotalSeconds);
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color = GetProgressColor(elapsedRatio, alpha);
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}
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@@ -13,6 +13,7 @@ public sealed class ColorFlashEffectSystem : SharedColorFlashEffectSystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly AnimationPlayerSystem _animation = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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/// <summary>
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/// It's a little on the long side but given we use multiple colours denoting what happened it makes it easier to register.
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@@ -44,7 +45,7 @@ public sealed class ColorFlashEffectSystem : SharedColorFlashEffectSystem
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if (TryComp<SpriteComponent>(uid, out var sprite))
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{
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sprite.Color = component.Color;
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_sprite.SetColor((uid, sprite), component.Color);
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}
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}
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@@ -11,6 +11,7 @@ public sealed class HolidaySystem : EntitySystem
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{
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[Dependency] private readonly IResourceCache _rescache = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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/// <inheritdoc/>
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public override void Initialize()
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@@ -29,6 +30,6 @@ public sealed class HolidaySystem : EntitySystem
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var path = SpriteSpecifierSerializer.TextureRoot / rsistring;
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if (_rescache.TryGetResource(path, out RSIResource? rsi))
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args.Sprite.BaseRSI = rsi.RSI;
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_sprite.SetBaseRsi((ent.Owner, args.Sprite), rsi.RSI);
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}
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}
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@@ -28,6 +28,7 @@ public sealed class EntityHealthBarOverlay : Overlay
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private readonly MobStateSystem _mobStateSystem;
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private readonly MobThresholdSystem _mobThresholdSystem;
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private readonly StatusIconSystem _statusIconSystem;
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private readonly SpriteSystem _spriteSystem;
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private readonly ProgressColorSystem _progressColor;
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@@ -43,6 +44,7 @@ public sealed class EntityHealthBarOverlay : Overlay
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_mobStateSystem = _entManager.System<MobStateSystem>();
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_mobThresholdSystem = _entManager.System<MobThresholdSystem>();
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_statusIconSystem = _entManager.System<StatusIconSystem>();
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_spriteSystem = _entManager.System<SpriteSystem>();
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_progressColor = _entManager.System<ProgressColorSystem>();
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}
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@@ -76,7 +78,7 @@ public sealed class EntityHealthBarOverlay : Overlay
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continue;
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// we use the status icon component bounds if specified otherwise use sprite
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var bounds = _entManager.GetComponentOrNull<StatusIconComponent>(uid)?.Bounds ?? spriteComponent.Bounds;
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var bounds = _entManager.GetComponentOrNull<StatusIconComponent>(uid)?.Bounds ?? _spriteSystem.GetLocalBounds((uid, spriteComponent));
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var worldPos = _transform.GetWorldPosition(xform, xformQuery);
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if (!bounds.Translated(worldPos).Intersects(args.WorldAABB))
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@@ -136,7 +138,7 @@ public sealed class EntityHealthBarOverlay : Overlay
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!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Dead, out threshold, thresholds))
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return (1, false);
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var ratio = 1 - ((FixedPoint2) (dmg.TotalDamage / threshold)).Float();
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var ratio = 1 - ((FixedPoint2)(dmg.TotalDamage / threshold)).Float();
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return (ratio, false);
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}
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@@ -10,6 +10,8 @@ namespace Content.Client.Pointing;
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public sealed partial class PointingSystem : SharedPointingSystem
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{
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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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base.Initialize();
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@@ -44,7 +46,7 @@ public sealed partial class PointingSystem : SharedPointingSystem
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Verb verb = new()
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{
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Text = Loc.GetString("pointing-verb-get-data-text"),
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Icon = new SpriteSpecifier.Texture(new ("/Textures/Interface/VerbIcons/point.svg.192dpi.png")),
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/point.svg.192dpi.png")),
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ClientExclusive = true,
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Act = () => RaiseNetworkEvent(new PointingAttemptEvent(GetNetEntity(args.Target)))
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};
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@@ -55,7 +57,7 @@ public sealed partial class PointingSystem : SharedPointingSystem
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private void OnArrowStartup(EntityUid uid, PointingArrowComponent component, ComponentStartup args)
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{
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if (TryComp<SpriteComponent>(uid, out var sprite))
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sprite.DrawDepth = (int) DrawDepth.Overlays;
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_sprite.SetDrawDepth((uid, sprite), (int)DrawDepth.Overlays);
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BeginPointAnimation(uid, component.StartPosition, component.Offset, component.AnimationKey);
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}
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@@ -64,7 +66,7 @@ public sealed partial class PointingSystem : SharedPointingSystem
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{
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if (TryComp<SpriteComponent>(uid, out var sprite))
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{
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sprite.DrawDepth = (int) DrawDepth.Overlays;
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_sprite.SetDrawDepth((uid, sprite), (int)DrawDepth.Overlays);
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sprite.NoRotation = false;
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}
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}
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@@ -1,9 +1,7 @@
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using Content.Shared.Projectiles;
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using Robust.Shared.Spawners;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameStates;
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using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
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namespace Content.Client.Projectiles;
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@@ -11,6 +9,7 @@ namespace Content.Client.Projectiles;
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public sealed class ProjectileSystem : SharedProjectileSystem
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{
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[Dependency] private readonly AnimationPlayerSystem _player = 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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@@ -30,8 +29,8 @@ public sealed class ProjectileSystem : SharedProjectileSystem
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if (TryComp<SpriteComponent>(ent, out var sprite))
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{
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sprite[EffectLayers.Unshaded].AutoAnimated = false;
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sprite.LayerMapTryGet(EffectLayers.Unshaded, out var layer);
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var state = sprite.LayerGetState(layer);
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_sprite.LayerMapTryGet((ent, sprite), EffectLayers.Unshaded, out var layer, false);
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var state = _sprite.LayerGetRsiState((ent, sprite), layer);
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var lifetime = 0.5f;
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if (TryComp<TimedDespawnComponent>(ent, out var despawn))
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@@ -1,11 +1,9 @@
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using System.Numerics;
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using Content.Shared.Salvage.Fulton;
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using Robust.Shared.Spawners;
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using JetBrains.Annotations;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.Animations;
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using Robust.Shared.Serialization.Manager;
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using Robust.Shared.Utility;
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using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
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@@ -16,6 +14,7 @@ public sealed class FultonSystem : SharedFultonSystem
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{
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[Dependency] private readonly ISerializationManager _serManager = default!;
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[Dependency] private readonly AnimationPlayerSystem _player = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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private static readonly TimeSpan AnimationDuration = TimeSpan.FromSeconds(0.4);
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@@ -82,8 +81,8 @@ public sealed class FultonSystem : SharedFultonSystem
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}
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sprite.NoRotation = true;
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var effectLayer = sprite.AddLayer(new SpriteSpecifier.Rsi(new ResPath("Objects/Tools/fulton_balloon.rsi"), "fulton_balloon"));
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sprite.LayerSetOffset(effectLayer, EffectOffset + new Vector2(0f, 0.5f));
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var effectLayer = _sprite.AddLayer((animationEnt, sprite), new SpriteSpecifier.Rsi(new ResPath("Objects/Tools/fulton_balloon.rsi"), "fulton_balloon"));
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_sprite.LayerSetOffset((animationEnt, sprite), effectLayer, EffectOffset + new Vector2(0f, 0.5f));
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var despawn = AddComp<TimedDespawnComponent>(animationEnt);
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despawn.Lifetime = 1.5f;
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@@ -12,6 +12,7 @@ public sealed class StealthSystem : SharedStealthSystem
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{
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[Dependency] private readonly IPrototypeManager _protoMan = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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private ShaderInstance _shader = default!;
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@@ -40,7 +41,7 @@ public sealed class StealthSystem : SharedStealthSystem
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if (!Resolve(uid, ref component, ref sprite, false))
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return;
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sprite.Color = Color.White;
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_sprite.SetColor((uid, sprite), Color.White);
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sprite.PostShader = enabled ? _shader : null;
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sprite.GetScreenTexture = enabled;
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sprite.RaiseShaderEvent = enabled;
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@@ -93,6 +94,6 @@ public sealed class StealthSystem : SharedStealthSystem
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_shader.SetParameter("visibility", visibility);
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visibility = MathF.Max(0, visibility);
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args.Sprite.Color = new Color(visibility, visibility, 1, 1);
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_sprite.SetColor((uid, args.Sprite), new Color(visibility, visibility, 1, 1));
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}
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}
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||||
|
||||
@@ -33,6 +33,6 @@ public sealed class StickyVisualizerSystem : VisualizerSystem<StickyVisualizerCo
|
||||
return;
|
||||
|
||||
var drawDepth = isStuck ? comp.StuckDrawDepth : comp.OriginalDrawDepth;
|
||||
args.Sprite.DrawDepth = drawDepth;
|
||||
SpriteSystem.SetDrawDepth((uid, args.Sprite), drawDepth);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,7 +4,6 @@ using Content.Shared.SubFloor;
|
||||
using Robust.Client.Animations;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Client.Player;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
namespace Content.Client.SubFloor;
|
||||
@@ -19,6 +18,7 @@ public sealed class TrayScannerSystem : SharedTrayScannerSystem
|
||||
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
|
||||
[Dependency] private readonly SharedHandsSystem _hands = default!;
|
||||
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
||||
[Dependency] private readonly SpriteSystem _sprite = default!;
|
||||
[Dependency] private readonly TrayScanRevealSystem _trayScanReveal = default!;
|
||||
|
||||
private const string TRayAnimationKey = "trays";
|
||||
@@ -102,7 +102,7 @@ public sealed class TrayScannerSystem : SharedTrayScannerSystem
|
||||
if ((!_appearance.TryGetData(uid, SubFloorVisuals.ScannerRevealed, out bool value) || !value) &&
|
||||
sprite.Color.A > SubfloorRevealAlpha)
|
||||
{
|
||||
sprite.Color = sprite.Color.WithAlpha(0f);
|
||||
_sprite.SetColor((uid, sprite), sprite.Color.WithAlpha(0f));
|
||||
}
|
||||
|
||||
SetRevealed(uid, true);
|
||||
@@ -136,7 +136,7 @@ public sealed class TrayScannerSystem : SharedTrayScannerSystem
|
||||
{
|
||||
SetRevealed(uid, false);
|
||||
RemCompDeferred<TrayRevealedComponent>(uid);
|
||||
sprite.Color = sprite.Color.WithAlpha(1f);
|
||||
_sprite.SetColor((uid, sprite), sprite.Color.WithAlpha(1f));
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
@@ -28,6 +28,7 @@ namespace Content.Client.Tabletop
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
[Dependency] private readonly AppearanceSystem _appearance = default!;
|
||||
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
|
||||
[Dependency] private readonly SpriteSystem _sprite = default!;
|
||||
|
||||
// Time in seconds to wait until sending the location of a dragged entity to the server again
|
||||
private const float Delay = 1f / 10; // 10 Hz
|
||||
@@ -224,12 +225,12 @@ namespace Content.Client.Tabletop
|
||||
// the appearance handle the rest
|
||||
if (_appearance.TryGetData<Vector2>(uid, TabletopItemVisuals.Scale, out var scale, args.Component))
|
||||
{
|
||||
args.Sprite.Scale = scale;
|
||||
_sprite.SetScale((uid, args.Sprite), scale);
|
||||
}
|
||||
|
||||
if (_appearance.TryGetData<int>(uid, TabletopItemVisuals.DrawDepth, out var drawDepth, args.Component))
|
||||
{
|
||||
args.Sprite.DrawDepth = drawDepth;
|
||||
_sprite.SetDrawDepth((uid, args.Sprite), drawDepth);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -281,7 +282,7 @@ namespace Content.Client.Tabletop
|
||||
if (eye == null)
|
||||
return MapCoordinates.Nullspace;
|
||||
|
||||
var size = (Vector2) viewport.ViewportSize / EyeManager.PixelsPerMeter; // Convert to tiles instead of pixels
|
||||
var size = (Vector2)viewport.ViewportSize / EyeManager.PixelsPerMeter; // Convert to tiles instead of pixels
|
||||
var eyePosition = eye.Position.Position;
|
||||
var eyeRotation = eye.Rotation;
|
||||
var eyeScale = eye.Scale;
|
||||
|
||||
@@ -21,7 +21,6 @@ using Robust.Client.UserInterface.Controls;
|
||||
using Robust.Shared.Input;
|
||||
using Robust.Shared.Input.Binding;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Utility;
|
||||
using static Content.Client.Inventory.ClientInventorySystem;
|
||||
|
||||
@@ -35,6 +34,7 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
|
||||
[UISystemDependency] private readonly ClientInventorySystem _inventorySystem = default!;
|
||||
[UISystemDependency] private readonly HandsSystem _handsSystem = default!;
|
||||
[UISystemDependency] private readonly ContainerSystem _container = default!;
|
||||
[UISystemDependency] private readonly SpriteSystem _sprite = default!;
|
||||
|
||||
private EntityUid? _playerUid;
|
||||
private InventorySlotsComponent? _playerInventory;
|
||||
@@ -364,8 +364,8 @@ public sealed class InventoryUIController : UIController, IOnStateEntered<Gamepl
|
||||
}
|
||||
}
|
||||
|
||||
hoverSprite.CopyFrom(sprite);
|
||||
hoverSprite.Color = fits ? new Color(0, 255, 0, 127) : new Color(255, 0, 0, 127);
|
||||
_sprite.CopySprite((held, sprite), (hoverEntity, hoverSprite));
|
||||
_sprite.SetColor((hoverEntity, hoverSprite), fits ? new Color(0, 255, 0, 127) : new Color(255, 0, 0, 127));
|
||||
|
||||
control.HoverSpriteView.SetEntity(hoverEntity);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user