Cleanup redundant SpriteSystem dependencies in VisualizerSystems (#37758)

Cleanup redundant SpriteSystem dependencies in VisualizerSystems
This commit is contained in:
Tayrtahn
2025-05-23 14:12:20 -04:00
committed by GitHub
parent f3f655a8f9
commit bd6645b021
29 changed files with 193 additions and 239 deletions

View File

@@ -11,7 +11,6 @@ namespace Content.Client.Atmos.EntitySystems;
/// </summary>
public sealed class FireVisualizerSystem : VisualizerSystem<FireVisualsComponent>
{
[Dependency] private readonly SpriteSystem _sprite = default!;
[Dependency] private readonly PointLightSystem _lights = default!;
public override void Initialize()
@@ -33,9 +32,9 @@ public sealed class FireVisualizerSystem : VisualizerSystem<FireVisualsComponent
// Need LayerMapTryGet because Init fails if there's no existing sprite / appearancecomp
// which means in some setups (most frequently no AppearanceComp) the layer never exists.
if (TryComp<SpriteComponent>(uid, out var sprite) &&
_sprite.LayerMapTryGet((uid, sprite), FireVisualLayers.Fire, out var layer, false))
SpriteSystem.LayerMapTryGet((uid, sprite), FireVisualLayers.Fire, out var layer, false))
{
_sprite.RemoveLayer((uid, sprite), layer);
SpriteSystem.RemoveLayer((uid, sprite), layer);
}
}
@@ -44,11 +43,11 @@ public sealed class FireVisualizerSystem : VisualizerSystem<FireVisualsComponent
if (!TryComp<SpriteComponent>(uid, out var sprite) || !TryComp(uid, out AppearanceComponent? appearance))
return;
_sprite.LayerMapReserve((uid, sprite), FireVisualLayers.Fire);
_sprite.LayerSetVisible((uid, sprite), FireVisualLayers.Fire, false);
SpriteSystem.LayerMapReserve((uid, sprite), FireVisualLayers.Fire);
SpriteSystem.LayerSetVisible((uid, sprite), FireVisualLayers.Fire, false);
sprite.LayerSetShader(FireVisualLayers.Fire, "unshaded");
if (component.Sprite != null)
_sprite.LayerSetRsi((uid, sprite), FireVisualLayers.Fire, new ResPath(component.Sprite));
SpriteSystem.LayerSetRsi((uid, sprite), FireVisualLayers.Fire, new ResPath(component.Sprite));
UpdateAppearance(uid, component, sprite, appearance);
}
@@ -61,12 +60,12 @@ public sealed class FireVisualizerSystem : VisualizerSystem<FireVisualsComponent
private void UpdateAppearance(EntityUid uid, FireVisualsComponent component, SpriteComponent sprite, AppearanceComponent appearance)
{
if (!_sprite.LayerMapTryGet((uid, sprite), FireVisualLayers.Fire, out var index, false))
if (!SpriteSystem.LayerMapTryGet((uid, sprite), FireVisualLayers.Fire, out var index, false))
return;
AppearanceSystem.TryGetData<bool>(uid, FireVisuals.OnFire, out var onFire, appearance);
AppearanceSystem.TryGetData<float>(uid, FireVisuals.FireStacks, out var fireStacks, appearance);
_sprite.LayerSetVisible((uid, sprite), index, onFire);
SpriteSystem.LayerSetVisible((uid, sprite), index, onFire);
if (!onFire)
{
@@ -80,9 +79,9 @@ public sealed class FireVisualizerSystem : VisualizerSystem<FireVisualsComponent
}
if (fireStacks > component.FireStackAlternateState && !string.IsNullOrEmpty(component.AlternateState))
_sprite.LayerSetRsiState((uid, sprite), index, component.AlternateState);
SpriteSystem.LayerSetRsiState((uid, sprite), index, component.AlternateState);
else
_sprite.LayerSetRsiState((uid, sprite), index, component.NormalState);
SpriteSystem.LayerSetRsiState((uid, sprite), index, component.NormalState);
component.LightEntity ??= Spawn(null, new EntityCoordinates(uid, default));
var light = EnsureComp<PointLightComponent>(component.LightEntity.Value);