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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@@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using Content.Client.GameObjects.Components.Construction;
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using Content.Shared.Construction;
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@@ -104,7 +104,7 @@ namespace Content.Client.GameObjects.EntitySystems
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if (!entity.TryGetComponent<ConstructionGhostComponent>(out var ghostComp))
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return false;
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TryStartConstruction(ghostComp.GhostID);
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TryStartConstruction(ghostComp.GhostId);
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return true;
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}
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@@ -127,9 +127,9 @@ namespace Content.Client.GameObjects.EntitySystems
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var ghost = EntityManager.SpawnEntity("constructionghost", loc);
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var comp = ghost.GetComponent<ConstructionGhostComponent>();
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comp.Prototype = prototype;
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comp.GhostID = _nextId++;
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comp.GhostId = _nextId++;
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ghost.Transform.LocalRotation = dir.ToAngle();
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_ghosts.Add(comp.GhostID, comp);
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_ghosts.Add(comp.GhostId, comp);
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var sprite = ghost.GetComponent<SpriteComponent>();
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sprite.Color = new Color(48, 255, 48, 128);
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sprite.AddBlankLayer(0); // There is no way to actually check if this already exists, so we blindly insert a new one
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@@ -154,6 +154,12 @@ namespace Content.Client.GameObjects.EntitySystems
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private void TryStartConstruction(int ghostId)
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{
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var ghost = _ghosts[ghostId];
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if (ghost.Prototype == null)
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{
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throw new ArgumentException($"Can't start construction for a ghost with no prototype. Ghost id: {ghostId}");
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}
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var transform = ghost.Owner.Transform;
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var msg = new TryStartStructureConstructionMessage(transform.Coordinates, ghost.Prototype.ID, transform.LocalRotation, ghostId);
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RaiseNetworkEvent(msg);
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