Cleanup more SpriteComponent warnings (part 1) (#37508)
* Cleanup warnings in PuddleSystem * Cleanup warnings in HandsSystem * Cleanup warnings in EnsnareableSystem * Cleanup warnings in ElectrocutionHUDVisualizerSystem Also simplify some if statements * Cleanup warnings in PlantHolderVisualizerSystem * Cleanup warnings in AlertLevelDisplaySystem * Cleanup warnings in TetherGunSystem * Fix error in PlantHolderVisualizerSystem * I hate var _
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@@ -10,6 +10,7 @@ namespace Content.Client.Fluids;
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public sealed class PuddleSystem : SharedPuddleSystem
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{
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[Dependency] private readonly IconSmoothSystem _smooth = 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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@@ -27,7 +28,7 @@ public sealed class PuddleSystem : SharedPuddleSystem
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if (args.AppearanceData.TryGetValue(PuddleVisuals.CurrentVolume, out var volumeObj))
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{
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volume = (float) volumeObj;
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volume = (float)volumeObj;
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}
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// Update smoothing and sprite based on volume.
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@@ -35,19 +36,19 @@ public sealed class PuddleSystem : SharedPuddleSystem
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{
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if (volume < LowThreshold)
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{
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args.Sprite.LayerSetState(0, $"{smooth.StateBase}a");
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_sprite.LayerSetRsiState((uid, args.Sprite), 0, $"{smooth.StateBase}a");
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_smooth.SetEnabled(uid, false, smooth);
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}
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else if (volume < MediumThreshold)
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{
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args.Sprite.LayerSetState(0, $"{smooth.StateBase}b");
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_sprite.LayerSetRsiState((uid, args.Sprite), 0, $"{smooth.StateBase}b");
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_smooth.SetEnabled(uid, false, smooth);
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}
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else
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{
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if (!smooth.Enabled)
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{
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args.Sprite.LayerSetState(0, $"{smooth.StateBase}0");
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_sprite.LayerSetRsiState((uid, args.Sprite), 0, $"{smooth.StateBase}0");
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_smooth.SetEnabled(uid, true, smooth);
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_smooth.DirtyNeighbours(uid);
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}
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@@ -58,12 +59,12 @@ public sealed class PuddleSystem : SharedPuddleSystem
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if (args.AppearanceData.TryGetValue(PuddleVisuals.SolutionColor, out var colorObj))
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{
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var color = (Color) colorObj;
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args.Sprite.Color = color * baseColor;
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var color = (Color)colorObj;
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_sprite.SetColor((uid, args.Sprite), color * baseColor);
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}
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else
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{
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args.Sprite.Color *= baseColor;
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_sprite.SetColor((uid, args.Sprite), args.Sprite.Color * baseColor);
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}
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}
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