Enable nullability in Content.Server (#3685)
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@@ -5,8 +5,6 @@ using Robust.Server.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Log;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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@@ -17,18 +15,16 @@ namespace Content.Server.GameObjects.Components
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{
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[ViewVariables]
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[DataField("board")]
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private string _boardPrototype;
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private string? _boardPrototype;
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public override void Initialize()
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{
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base.Initialize();
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if (Owner.TryGetComponent(out PowerReceiverComponent powerReceiver))
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if (Owner.TryGetComponent(out PowerReceiverComponent? powerReceiver) &&
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Owner.TryGetComponent(out AppearanceComponent? appearance))
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{
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if (Owner.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(ComputerVisuals.Powered, powerReceiver.Powered);
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}
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appearance.SetData(ComputerVisuals.Powered, powerReceiver.Powered);
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}
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}
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@@ -39,7 +35,7 @@ namespace Content.Server.GameObjects.Components
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CreateComputerBoard();
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}
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public override void HandleMessage(ComponentMessage message, IComponent component)
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public override void HandleMessage(ComponentMessage message, IComponent? component)
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{
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base.HandleMessage(message, component);
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switch (message)
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@@ -52,7 +48,7 @@ namespace Content.Server.GameObjects.Components
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private void PowerReceiverOnOnPowerStateChanged(PowerChangedMessage e)
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{
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if (Owner.TryGetComponent(out AppearanceComponent appearance))
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if (Owner.TryGetComponent(out AppearanceComponent? appearance))
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{
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appearance.SetData(ComputerVisuals.Powered, e.Powered);
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}
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@@ -66,7 +62,7 @@ namespace Content.Server.GameObjects.Components
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private void CreateComputerBoard()
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{
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// Ensure that the construction component is aware of the board container.
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if (Owner.TryGetComponent(out ConstructionComponent construction))
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if (Owner.TryGetComponent(out ConstructionComponent? construction))
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construction.AddContainer("board");
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// We don't do anything if this is null or empty.
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