Cleanup more SpriteComponent warnings (part 5) (#37590)
* 1 warning in KudzuVisualizerSystem * 2 warnings in ChameleonProjectorSystem * 1 warning in MarkerSystem * 2 warnings in ItemSystem * 1 warning in GhostToggleSelfVisibility * 1 warning in FoamVisualizerSystem * 1 warning in ClickableTest * 1 warning in ThrownItemVisualizerSystem * 2 warnings in InfantSystem * 1 warning in ChasmFallingVisualsSystem * 1 warning in PotencyVisualsSystem * 2 warnings in OrbitVisualsSystem * 2 warnings in BeamSystem * 1 warning in JitteringSystem * 1 warning in CardboardBoxSystem * 2 warnings in StationAiSystem * 2 warnings in FirelockSystem * 2 warnings in CargoSystem.Telepad * 1 warning in StasisBedSystem * 2 warnings in WeldableVisualizerSystem * 2 warnings in DeliveryVisualizerSystem * 1 warning in TimerTriggerVisualizerSystem * 1 warning in StorageFillVisualizerSystem * 2 warnings in RadiationCollectorSystem * 2 warnings in BorgSwitchableTypeSystem * 1 warning in TurnstileSystem * 1 warning in SurveillanceCameraVisualsSystem * 1 warning in BurnStateVisualizerSystem * 2 warnings in CableVisualizerSystem * 1 warning in JetpackSystem
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@@ -13,6 +13,7 @@ public sealed class OrbitVisualsSystem : EntitySystem
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly AnimationPlayerSystem _animations = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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private readonly string _orbitStopKey = "orbiting_stop";
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@@ -63,14 +64,15 @@ public sealed class OrbitVisualsSystem : EntitySystem
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{
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base.FrameUpdate(frameTime);
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foreach (var (orbit, sprite) in EntityManager.EntityQuery<OrbitVisualsComponent, SpriteComponent>())
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var query = EntityManager.EntityQueryEnumerator<OrbitVisualsComponent, SpriteComponent>();
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while (query.MoveNext(out var uid, out var orbit, out var sprite))
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{
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var progress = (float)(_timing.CurTime.TotalSeconds / orbit.OrbitLength) % 1;
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var angle = new Angle(Math.PI * 2 * progress);
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var vec = angle.RotateVec(new Vector2(orbit.OrbitDistance, 0));
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sprite.Rotation = angle;
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sprite.Offset = vec;
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_sprite.SetRotation((uid, sprite), angle);
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_sprite.SetOffset((uid, sprite), vec);
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}
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}
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