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
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@@ -13,9 +13,10 @@ namespace Content.Client.GameObjects.Components
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public sealed class WindowComponent : SharedWindowComponent
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{
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[DataField("base")]
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private string _stateBase = default;
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private ISpriteComponent _sprite;
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private SnapGridComponent _snapGrid;
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private string? _stateBase;
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private ISpriteComponent? _sprite;
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private SnapGridComponent? _snapGrid;
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public override void Initialize()
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{
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@@ -30,39 +31,49 @@ namespace Content.Client.GameObjects.Components
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{
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base.Startup();
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_snapGrid.OnPositionChanged += SnapGridOnPositionChanged;
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if (_snapGrid != null)
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{
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_snapGrid.OnPositionChanged += SnapGridOnPositionChanged;
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}
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new WindowSmoothDirtyEvent(Owner));
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var state0 = $"{_stateBase}0";
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const string cracksRSIPath = "/Textures/Constructible/Structures/Windows/cracks.rsi";
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_sprite.LayerMapSet(CornerLayers.SE, _sprite.AddLayerState(state0));
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_sprite.LayerSetDirOffset(CornerLayers.SE, SpriteComponent.DirectionOffset.None);
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_sprite.LayerMapSet(WindowDamageLayers.DamageSE, _sprite.AddLayerState("0_1", cracksRSIPath));
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_sprite.LayerSetVisible(WindowDamageLayers.DamageSE, false);
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if (_sprite != null)
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{
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var state0 = $"{_stateBase}0";
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const string cracksRSIPath = "/Textures/Constructible/Structures/Windows/cracks.rsi";
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_sprite.LayerMapSet(CornerLayers.SE, _sprite.AddLayerState(state0));
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_sprite.LayerSetDirOffset(CornerLayers.SE, SpriteComponent.DirectionOffset.None);
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_sprite.LayerMapSet(WindowDamageLayers.DamageSE, _sprite.AddLayerState("0_1", cracksRSIPath));
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_sprite.LayerSetVisible(WindowDamageLayers.DamageSE, false);
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_sprite.LayerMapSet(CornerLayers.NE, _sprite.AddLayerState(state0));
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_sprite.LayerSetDirOffset(CornerLayers.NE, SpriteComponent.DirectionOffset.CounterClockwise);
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_sprite.LayerMapSet(WindowDamageLayers.DamageNE, _sprite.AddLayerState("0_1", cracksRSIPath));
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_sprite.LayerSetDirOffset(WindowDamageLayers.DamageNE, SpriteComponent.DirectionOffset.CounterClockwise);
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_sprite.LayerSetVisible(WindowDamageLayers.DamageNE, false);
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_sprite.LayerMapSet(CornerLayers.NE, _sprite.AddLayerState(state0));
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_sprite.LayerSetDirOffset(CornerLayers.NE, SpriteComponent.DirectionOffset.CounterClockwise);
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_sprite.LayerMapSet(WindowDamageLayers.DamageNE, _sprite.AddLayerState("0_1", cracksRSIPath));
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_sprite.LayerSetDirOffset(WindowDamageLayers.DamageNE, SpriteComponent.DirectionOffset.CounterClockwise);
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_sprite.LayerSetVisible(WindowDamageLayers.DamageNE, false);
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_sprite.LayerMapSet(CornerLayers.NW, _sprite.AddLayerState(state0));
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_sprite.LayerSetDirOffset(CornerLayers.NW, SpriteComponent.DirectionOffset.Flip);
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_sprite.LayerMapSet(WindowDamageLayers.DamageNW, _sprite.AddLayerState("0_1", cracksRSIPath));
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_sprite.LayerSetDirOffset(WindowDamageLayers.DamageNW, SpriteComponent.DirectionOffset.Flip);
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_sprite.LayerSetVisible(WindowDamageLayers.DamageNW, false);
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_sprite.LayerMapSet(CornerLayers.NW, _sprite.AddLayerState(state0));
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_sprite.LayerSetDirOffset(CornerLayers.NW, SpriteComponent.DirectionOffset.Flip);
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_sprite.LayerMapSet(WindowDamageLayers.DamageNW, _sprite.AddLayerState("0_1", cracksRSIPath));
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_sprite.LayerSetDirOffset(WindowDamageLayers.DamageNW, SpriteComponent.DirectionOffset.Flip);
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_sprite.LayerSetVisible(WindowDamageLayers.DamageNW, false);
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_sprite.LayerMapSet(CornerLayers.SW, _sprite.AddLayerState(state0));
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_sprite.LayerSetDirOffset(CornerLayers.SW, SpriteComponent.DirectionOffset.Clockwise);
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_sprite.LayerMapSet(WindowDamageLayers.DamageSW, _sprite.AddLayerState("0_1", cracksRSIPath));
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_sprite.LayerSetDirOffset(WindowDamageLayers.DamageSW, SpriteComponent.DirectionOffset.Clockwise);
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_sprite.LayerSetVisible(WindowDamageLayers.DamageSW, false);
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_sprite.LayerMapSet(CornerLayers.SW, _sprite.AddLayerState(state0));
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_sprite.LayerSetDirOffset(CornerLayers.SW, SpriteComponent.DirectionOffset.Clockwise);
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_sprite.LayerMapSet(WindowDamageLayers.DamageSW, _sprite.AddLayerState("0_1", cracksRSIPath));
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_sprite.LayerSetDirOffset(WindowDamageLayers.DamageSW, SpriteComponent.DirectionOffset.Clockwise);
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_sprite.LayerSetVisible(WindowDamageLayers.DamageSW, false);
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}
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}
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/// <inheritdoc />
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protected override void Shutdown()
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{
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_snapGrid.OnPositionChanged -= SnapGridOnPositionChanged;
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if (_snapGrid != null)
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{
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_snapGrid.OnPositionChanged -= SnapGridOnPositionChanged;
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}
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base.Shutdown();
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}
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@@ -80,17 +91,25 @@ namespace Content.Client.GameObjects.Components
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return;
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}
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_sprite.LayerSetState(CornerLayers.NE, $"{_stateBase}{(int) lowWall.LastCornerNE}");
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_sprite.LayerSetState(CornerLayers.SE, $"{_stateBase}{(int) lowWall.LastCornerSE}");
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_sprite.LayerSetState(CornerLayers.SW, $"{_stateBase}{(int) lowWall.LastCornerSW}");
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_sprite.LayerSetState(CornerLayers.NW, $"{_stateBase}{(int) lowWall.LastCornerNW}");
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if (_sprite != null)
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{
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_sprite.LayerSetState(CornerLayers.NE, $"{_stateBase}{(int) lowWall.LastCornerNE}");
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_sprite.LayerSetState(CornerLayers.SE, $"{_stateBase}{(int) lowWall.LastCornerSE}");
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_sprite.LayerSetState(CornerLayers.SW, $"{_stateBase}{(int) lowWall.LastCornerSW}");
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_sprite.LayerSetState(CornerLayers.NW, $"{_stateBase}{(int) lowWall.LastCornerNW}");
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}
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}
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private LowWallComponent FindLowWall()
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private LowWallComponent? FindLowWall()
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{
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if (_snapGrid == null)
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{
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return null;
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}
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foreach (var entity in _snapGrid.GetLocal())
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{
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if (entity.TryGetComponent(out LowWallComponent lowWall))
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if (entity.TryGetComponent(out LowWallComponent? lowWall))
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{
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return lowWall;
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}
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