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

@@ -65,12 +65,12 @@ namespace Content.Client.GameObjects.EntitySystems
UpdateTile(grid, indices);
}
private void MapManagerOnTileChanged(object sender, TileChangedEventArgs e)
private void MapManagerOnTileChanged(object? sender, TileChangedEventArgs e)
{
UpdateTile(_mapManager.GetGrid(e.NewTile.GridIndex), e.NewTile.GridIndices);
}
private void MapManagerOnGridChanged(object sender, GridChangedEventArgs e)
private void MapManagerOnGridChanged(object? sender, GridChangedEventArgs e)
{
foreach (var modified in e.Modified)
{
@@ -85,19 +85,19 @@ namespace Content.Client.GameObjects.EntitySystems
foreach (var snapGridComponent in grid.GetSnapGridCell(position, SnapGridOffset.Center))
{
var entity = snapGridComponent.Owner;
if (!entity.TryGetComponent(out SubFloorHideComponent subFloorComponent))
if (!entity.TryGetComponent(out SubFloorHideComponent? subFloorComponent))
{
continue;
}
var enabled = EnableAll || !subFloorComponent.Running || tileDef.IsSubFloor;
if (entity.TryGetComponent(out ISpriteComponent spriteComponent))
if (entity.TryGetComponent(out ISpriteComponent? spriteComponent))
{
spriteComponent.Visible = enabled;
}
if (entity.TryGetComponent(out PhysicsComponent physicsComponent))
if (entity.TryGetComponent(out PhysicsComponent? physicsComponent))
{
physicsComponent.CanCollide = enabled;
}