Some Power nullable & ComponentDependency (#3050)
* Power nullability * AME nullability * re-adds EnsureComponents * conflict fix * Update Content.Server/GameObjects/Components/Power/PowerNetComponents/RadiationCollectorComponent.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryStorageComponent.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryStorageComponent.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryDischargerComponent.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryDischargerComponent.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * removes duplicate component assignment Co-authored-by: py01 <pyronetics01@gmail.com> Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
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@@ -1,20 +1,18 @@
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#nullable enable
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using System;
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using System.Threading;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.GameObjects.Components.Doors;
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using Content.Shared.GameObjects.Components.Singularity;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.ComponentDependencies;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Timer = Robust.Shared.Timers.Timer;
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namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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{
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@@ -27,19 +25,9 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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private bool _enabled;
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private TimeSpan _coolDownEnd;
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private PhysicsComponent _collidableComponent;
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[ComponentDependency] private readonly PhysicsComponent? _collidableComponent = default!;
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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 _collidableComponent))
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{
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Logger.Error("RadiationCollectorComponent created with no CollidableComponent");
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return;
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}
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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 +40,8 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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private void OnAnchoredChanged()
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{
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if(_collidableComponent.Anchored) Owner.SnapToGrid();
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if(_collidableComponent != null && _collidableComponent.Anchored)
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Owner.SnapToGrid();
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}
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bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
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@@ -99,7 +88,7 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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protected void SetAppearance(RadiationCollectorVisualState state)
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{
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if (Owner.TryGetComponent(out AppearanceComponent appearance))
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if (Owner.TryGetComponent<AppearanceComponent>(out var appearance))
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{
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appearance.SetData(RadiationCollectorVisuals.VisualState, state);
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}
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