Cleanup warnings in PowerChargerVisualizerSystem (#37491)

Cleanup warnings in PowerChargerVisualizerSystem
This commit is contained in:
Tayrtahn
2025-05-15 16:14:41 -04:00
committed by GitHub
parent 98c393474a
commit 5aea940bbc

View File

@@ -5,6 +5,8 @@ namespace Content.Client.PowerCell;
public sealed class PowerChargerVisualizerSystem : VisualizerSystem<PowerChargerVisualsComponent> public sealed class PowerChargerVisualizerSystem : VisualizerSystem<PowerChargerVisualsComponent>
{ {
[Dependency] private readonly SpriteSystem _sprite = default!;
protected override void OnAppearanceChange(EntityUid uid, PowerChargerVisualsComponent comp, ref AppearanceChangeEvent args) protected override void OnAppearanceChange(EntityUid uid, PowerChargerVisualsComponent comp, ref AppearanceChangeEvent args)
{ {
if (args.Sprite == null) if (args.Sprite == null)
@@ -14,27 +16,26 @@ public sealed class PowerChargerVisualizerSystem : VisualizerSystem<PowerCharger
if (AppearanceSystem.TryGetData<bool>(uid, CellVisual.Occupied, out var occupied, args.Component) && occupied) if (AppearanceSystem.TryGetData<bool>(uid, CellVisual.Occupied, out var occupied, args.Component) && occupied)
{ {
// TODO: don't throw if it doesn't have a full state // TODO: don't throw if it doesn't have a full state
args.Sprite.LayerSetState(PowerChargerVisualLayers.Base, comp.OccupiedState); _sprite.LayerSetRsiState((uid, args.Sprite), PowerChargerVisualLayers.Base, comp.OccupiedState);
} }
else else
{ {
args.Sprite.LayerSetState(PowerChargerVisualLayers.Base, comp.EmptyState); _sprite.LayerSetRsiState((uid, args.Sprite), PowerChargerVisualLayers.Base, comp.EmptyState);
} }
// Update lighting // Update lighting
if (AppearanceSystem.TryGetData<CellChargerStatus>(uid, CellVisual.Light, out var status, args.Component) if (AppearanceSystem.TryGetData<CellChargerStatus>(uid, CellVisual.Light, out var status, args.Component)
&& comp.LightStates.TryGetValue(status, out var lightState)) && comp.LightStates.TryGetValue(status, out var lightState))
{ {
args.Sprite.LayerSetState(PowerChargerVisualLayers.Light, lightState); _sprite.LayerSetRsiState((uid, args.Sprite), PowerChargerVisualLayers.Light, lightState);
args.Sprite.LayerSetVisible(PowerChargerVisualLayers.Light, true); _sprite.LayerSetVisible((uid, args.Sprite), PowerChargerVisualLayers.Light, true);
} }
else else
// _sprite.LayerSetVisible((uid, args.Sprite), PowerChargerVisualLayers.Light, false);
args.Sprite.LayerSetVisible(PowerChargerVisualLayers.Light, false);
} }
} }
enum PowerChargerVisualLayers : byte public enum PowerChargerVisualLayers : byte
{ {
Base, Base,
Light, Light,