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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@@ -1,4 +1,5 @@
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using System;
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#nullable enable
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using System;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Server.GameObjects;
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@@ -62,7 +63,7 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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private void UpdateSupply()
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{
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if (Owner.TryGetComponent(out PowerSupplierComponent supplier))
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if (Owner.TryGetComponent<PowerSupplierComponent>(out var supplier))
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{
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supplier.SupplyRate = (int) (_maxSupply * _coverage);
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}
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@@ -72,7 +73,7 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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{
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base.Initialize();
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Owner.EnsureComponentWarn(out PowerSupplierComponent _);
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Owner.EnsureComponentWarn<PowerSupplierComponent>();
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UpdateSupply();
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}
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@@ -86,7 +87,9 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
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public void OnBreak(BreakageEventArgs args)
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{
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var sprite = Owner.GetComponent<SpriteComponent>();
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if (!Owner.TryGetComponent<SpriteComponent>(out var sprite))
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return;
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sprite.LayerSetState(0, "broken");
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MaxSupply = 0;
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}
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