Cleanup redundant SpriteSystem dependencies in VisualizerSystems (#37758)
Cleanup redundant SpriteSystem dependencies in VisualizerSystems
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@@ -11,7 +11,6 @@ namespace Content.Client.Atmos.EntitySystems;
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/// </summary>
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public sealed class FireVisualizerSystem : VisualizerSystem<FireVisualsComponent>
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{
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[Dependency] private readonly SpriteSystem _sprite = default!;
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[Dependency] private readonly PointLightSystem _lights = default!;
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public override void Initialize()
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@@ -33,9 +32,9 @@ public sealed class FireVisualizerSystem : VisualizerSystem<FireVisualsComponent
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// Need LayerMapTryGet because Init fails if there's no existing sprite / appearancecomp
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// which means in some setups (most frequently no AppearanceComp) the layer never exists.
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if (TryComp<SpriteComponent>(uid, out var sprite) &&
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_sprite.LayerMapTryGet((uid, sprite), FireVisualLayers.Fire, out var layer, false))
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SpriteSystem.LayerMapTryGet((uid, sprite), FireVisualLayers.Fire, out var layer, false))
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{
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_sprite.RemoveLayer((uid, sprite), layer);
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SpriteSystem.RemoveLayer((uid, sprite), layer);
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}
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}
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@@ -44,11 +43,11 @@ public sealed class FireVisualizerSystem : VisualizerSystem<FireVisualsComponent
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if (!TryComp<SpriteComponent>(uid, out var sprite) || !TryComp(uid, out AppearanceComponent? appearance))
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return;
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_sprite.LayerMapReserve((uid, sprite), FireVisualLayers.Fire);
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_sprite.LayerSetVisible((uid, sprite), FireVisualLayers.Fire, false);
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SpriteSystem.LayerMapReserve((uid, sprite), FireVisualLayers.Fire);
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SpriteSystem.LayerSetVisible((uid, sprite), FireVisualLayers.Fire, false);
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sprite.LayerSetShader(FireVisualLayers.Fire, "unshaded");
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if (component.Sprite != null)
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_sprite.LayerSetRsi((uid, sprite), FireVisualLayers.Fire, new ResPath(component.Sprite));
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SpriteSystem.LayerSetRsi((uid, sprite), FireVisualLayers.Fire, new ResPath(component.Sprite));
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UpdateAppearance(uid, component, sprite, appearance);
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}
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@@ -61,12 +60,12 @@ public sealed class FireVisualizerSystem : VisualizerSystem<FireVisualsComponent
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private void UpdateAppearance(EntityUid uid, FireVisualsComponent component, SpriteComponent sprite, AppearanceComponent appearance)
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{
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if (!_sprite.LayerMapTryGet((uid, sprite), FireVisualLayers.Fire, out var index, false))
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if (!SpriteSystem.LayerMapTryGet((uid, sprite), FireVisualLayers.Fire, out var index, false))
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return;
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AppearanceSystem.TryGetData<bool>(uid, FireVisuals.OnFire, out var onFire, appearance);
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AppearanceSystem.TryGetData<float>(uid, FireVisuals.FireStacks, out var fireStacks, appearance);
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_sprite.LayerSetVisible((uid, sprite), index, onFire);
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SpriteSystem.LayerSetVisible((uid, sprite), index, onFire);
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if (!onFire)
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{
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@@ -80,9 +79,9 @@ public sealed class FireVisualizerSystem : VisualizerSystem<FireVisualsComponent
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}
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if (fireStacks > component.FireStackAlternateState && !string.IsNullOrEmpty(component.AlternateState))
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_sprite.LayerSetRsiState((uid, sprite), index, component.AlternateState);
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SpriteSystem.LayerSetRsiState((uid, sprite), index, component.AlternateState);
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else
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_sprite.LayerSetRsiState((uid, sprite), index, component.NormalState);
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SpriteSystem.LayerSetRsiState((uid, sprite), index, component.NormalState);
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component.LightEntity ??= Spawn(null, new EntityCoordinates(uid, default));
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var light = EnsureComp<PointLightComponent>(component.LightEntity.Value);
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