Chemistry warnings cleanup (#36160)
* Chemistry warnings cleanup * Fixing failed ITest * Better entity instantiation * Caching spritesystem and entity instantiation improvement * Correcting naming conventions * Rearranging dependency caching
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@@ -6,7 +6,6 @@ using Robust.Client.AutoGenerated;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.XAML;
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using Robust.Client.UserInterface.XAML;
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using Robust.Client.Utility;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using Robust.Shared.Utility;
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using System.Linq;
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using System.Linq;
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@@ -14,6 +13,7 @@ using System.Numerics;
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using Content.Shared.FixedPoint;
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using Content.Shared.FixedPoint;
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using Robust.Client.Graphics;
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using Robust.Client.Graphics;
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using static Robust.Client.UserInterface.Controls.BoxContainer;
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using static Robust.Client.UserInterface.Controls.BoxContainer;
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using Robust.Client.GameObjects;
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namespace Content.Client.Chemistry.UI
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namespace Content.Client.Chemistry.UI
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{
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{
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@@ -24,6 +24,10 @@ namespace Content.Client.Chemistry.UI
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public sealed partial class ChemMasterWindow : FancyWindow
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public sealed partial class ChemMasterWindow : FancyWindow
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{
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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private readonly SpriteSystem _sprite;
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public event Action<BaseButton.ButtonEventArgs, ReagentButton>? OnReagentButtonPressed;
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public event Action<BaseButton.ButtonEventArgs, ReagentButton>? OnReagentButtonPressed;
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public readonly Button[] PillTypeButtons;
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public readonly Button[] PillTypeButtons;
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@@ -38,6 +42,8 @@ namespace Content.Client.Chemistry.UI
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RobustXamlLoader.Load(this);
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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IoCManager.InjectDependencies(this);
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_sprite = _entityManager.System<SpriteSystem>();
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// Pill type selection buttons, in total there are 20 pills.
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// Pill type selection buttons, in total there are 20 pills.
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// Pill rsi file should have states named as pill1, pill2, and so on.
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// Pill rsi file should have states named as pill1, pill2, and so on.
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var resourcePath = new ResPath(PillsRsiPath);
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var resourcePath = new ResPath(PillsRsiPath);
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@@ -69,7 +75,7 @@ namespace Content.Client.Chemistry.UI
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var specifier = new SpriteSpecifier.Rsi(resourcePath, "pill" + (i + 1));
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var specifier = new SpriteSpecifier.Rsi(resourcePath, "pill" + (i + 1));
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TextureRect pillTypeTexture = new TextureRect
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TextureRect pillTypeTexture = new TextureRect
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{
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{
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Texture = specifier.Frame0(),
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Texture = _sprite.Frame0(specifier),
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TextureScale = new Vector2(1.75f, 1.75f),
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TextureScale = new Vector2(1.75f, 1.75f),
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Stretch = TextureRect.StretchMode.KeepCentered,
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Stretch = TextureRect.StretchMode.KeepCentered,
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};
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};
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@@ -1,4 +1,4 @@
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Components;
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using Robust.Client.Animations;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Client.GameObjects;
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using Robust.Shared.Timing;
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using Robust.Shared.Timing;
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@@ -37,7 +37,7 @@ public sealed class FoamVisualizerSystem : VisualizerSystem<FoamVisualsComponent
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if (TryComp(uid, out AnimationPlayerComponent? animPlayer)
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if (TryComp(uid, out AnimationPlayerComponent? animPlayer)
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&& !AnimationSystem.HasRunningAnimation(uid, animPlayer, FoamVisualsComponent.AnimationKey))
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&& !AnimationSystem.HasRunningAnimation(uid, animPlayer, FoamVisualsComponent.AnimationKey))
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{
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{
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AnimationSystem.Play(uid, animPlayer, comp.Animation, FoamVisualsComponent.AnimationKey);
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AnimationSystem.Play((uid, animPlayer), comp.Animation, FoamVisualsComponent.AnimationKey);
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}
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}
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}
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}
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}
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}
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@@ -1,4 +1,4 @@
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using Content.Shared.Vapor;
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using Content.Shared.Vapor;
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using Robust.Client.Animations;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Client.GameObjects;
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@@ -41,7 +41,7 @@ public sealed class VaporVisualizerSystem : VisualizerSystem<VaporVisualsCompone
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TryComp<AnimationPlayerComponent>(uid, out var animPlayer) &&
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TryComp<AnimationPlayerComponent>(uid, out var animPlayer) &&
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!AnimationSystem.HasRunningAnimation(uid, animPlayer, VaporVisualsComponent.AnimationKey))
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!AnimationSystem.HasRunningAnimation(uid, animPlayer, VaporVisualsComponent.AnimationKey))
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{
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{
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AnimationSystem.Play(uid, animPlayer, comp.VaporFlick, VaporVisualsComponent.AnimationKey);
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AnimationSystem.Play((uid, animPlayer), comp.VaporFlick, VaporVisualsComponent.AnimationKey);
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}
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}
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}
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}
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