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

@@ -11,10 +11,10 @@ namespace Content.Client.GameObjects.Components.Weapons.Melee
{
public override string Name => "MeleeWeaponArcAnimation";
private MeleeWeaponAnimationPrototype _meleeWeaponAnimation;
private MeleeWeaponAnimationPrototype? _meleeWeaponAnimation;
private float _timer;
private SpriteComponent _sprite;
private SpriteComponent? _sprite;
private Angle _baseAngle;
public override void Initialize()
@@ -27,7 +27,7 @@ namespace Content.Client.GameObjects.Components.Weapons.Melee
public void SetData(MeleeWeaponAnimationPrototype prototype, Angle baseAngle, IEntity attacker, bool followAttacker = true)
{
_meleeWeaponAnimation = prototype;
_sprite.AddLayer(new RSI.StateId(prototype.State));
_sprite?.AddLayer(new RSI.StateId(prototype.State));
_baseAngle = baseAngle;
if(followAttacker)
Owner.Transform.AttachParent(attacker);
@@ -44,7 +44,11 @@ namespace Content.Client.GameObjects.Components.Weapons.Melee
var (r, g, b, a) =
Vector4.Clamp(_meleeWeaponAnimation.Color + _meleeWeaponAnimation.ColorDelta * _timer, Vector4.Zero, Vector4.One);
_sprite.Color = new Color(r, g, b, a);
if (_sprite != null)
{
_sprite.Color = new Color(r, g, b, a);
}
switch (_meleeWeaponAnimation.ArcType)
{
@@ -56,7 +60,11 @@ namespace Content.Client.GameObjects.Components.Weapons.Melee
case WeaponArcType.Poke:
Owner.Transform.WorldRotation = _baseAngle;
_sprite.Offset -= (0, _meleeWeaponAnimation.Speed * frameTime);
if (_sprite != null)
{
_sprite.Offset -= (0, _meleeWeaponAnimation.Speed * frameTime);
}
break;
}