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

@@ -3,8 +3,6 @@ using JetBrains.Annotations;
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.PDA
{
@@ -16,7 +14,7 @@ namespace Content.Client.GameObjects.Components.PDA
/// The base PDA sprite state, eg. "pda", "pda-clown"
/// </summary>
[DataField("state")]
private string _state;
private string? _state;
private enum PDAVisualLayers : byte
{
@@ -30,7 +28,11 @@ namespace Content.Client.GameObjects.Components.PDA
base.InitializeEntity(entity);
var sprite = entity.GetComponent<ISpriteComponent>();
sprite.LayerMapSet(PDAVisualLayers.Base, sprite.AddLayerState(_state));
if (_state != null)
{
sprite.LayerMapSet(PDAVisualLayers.Base, sprite.AddLayerState(_state));
}
sprite.LayerMapSet(PDAVisualLayers.Flashlight, sprite.AddLayerState("light_overlay"));
sprite.LayerSetShader(PDAVisualLayers.Flashlight, "unshaded");
sprite.LayerMapSet(PDAVisualLayers.IDLight, sprite.AddLayerState("id_overlay"));