Enable nullability in Content.Client (#3257)

* Enable nullability in Content.Client

* Remove #nullable enable

* Merge fixes

* Remove Debug.Assert

* Merge fixes

* Fix build

* Fix build
This commit is contained in:
DrSmugleaf
2021-03-10 14:48:29 +01:00
committed by GitHub
parent 4f9bd4e802
commit 902aa128c2
270 changed files with 1774 additions and 1550 deletions

View File

@@ -2,15 +2,14 @@
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using YamlDotNet.RepresentationModel;
namespace Content.Client.GameObjects.Components.Atmos
{
public class GasCanisterVisualizer : AppearanceVisualizer
{
[DataField("stateConnected")]
private string _stateConnected;
private string? _stateConnected;
[DataField("pressureStates")]
private string[] _statePressure = new string[] {"", "", "", ""};
@@ -20,11 +19,14 @@ namespace Content.Client.GameObjects.Components.Atmos
var sprite = entity.GetComponent<ISpriteComponent>();
sprite.LayerMapSet(Layers.ConnectedToPort, sprite.AddLayerState(_stateConnected));
sprite.LayerSetVisible(Layers.ConnectedToPort, false);
if (_stateConnected != null)
{
sprite.LayerMapSet(Layers.ConnectedToPort, sprite.AddLayerState(_stateConnected));
sprite.LayerSetVisible(Layers.ConnectedToPort, false);
sprite.LayerMapSet(Layers.PressureLight, sprite.AddLayerState(_stateConnected));
sprite.LayerSetShader(Layers.PressureLight, "unshaded");
sprite.LayerMapSet(Layers.PressureLight, sprite.AddLayerState(_stateConnected));
sprite.LayerSetShader(Layers.PressureLight, "unshaded");
}
}
public override void OnChangeData(AppearanceComponent component)
@@ -36,7 +38,7 @@ namespace Content.Client.GameObjects.Components.Atmos
return;
}
if (!component.Owner.TryGetComponent(out ISpriteComponent sprite))
if (!component.Owner.TryGetComponent(out ISpriteComponent? sprite))
{
return;
}