Cleanup redundant SpriteSystem dependencies in VisualizerSystems (#37758)
Cleanup redundant SpriteSystem dependencies in VisualizerSystems
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@@ -9,7 +9,6 @@ public sealed class TypingIndicatorVisualizerSystem : VisualizerSystem<TypingInd
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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protected override void OnAppearanceChange(EntityUid uid, TypingIndicatorComponent component, ref AppearanceChangeEvent args)
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{
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@@ -34,24 +33,24 @@ public sealed class TypingIndicatorVisualizerSystem : VisualizerSystem<TypingInd
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return;
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}
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var layerExists = _sprite.LayerMapTryGet((uid, args.Sprite), TypingIndicatorLayers.Base, out var layer, false);
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var layerExists = SpriteSystem.LayerMapTryGet((uid, args.Sprite), TypingIndicatorLayers.Base, out var layer, false);
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if (!layerExists)
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layer = _sprite.LayerMapReserve((uid, args.Sprite), TypingIndicatorLayers.Base);
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layer = SpriteSystem.LayerMapReserve((uid, args.Sprite), TypingIndicatorLayers.Base);
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_sprite.LayerSetRsi((uid, args.Sprite), layer, proto.SpritePath);
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_sprite.LayerSetRsiState((uid, args.Sprite), layer, proto.TypingState);
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SpriteSystem.LayerSetRsi((uid, args.Sprite), layer, proto.SpritePath);
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), layer, proto.TypingState);
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args.Sprite.LayerSetShader(layer, proto.Shader);
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_sprite.LayerSetOffset((uid, args.Sprite), layer, proto.Offset);
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SpriteSystem.LayerSetOffset((uid, args.Sprite), layer, proto.Offset);
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AppearanceSystem.TryGetData<TypingIndicatorState>(uid, TypingIndicatorVisuals.State, out var state);
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_sprite.LayerSetVisible((uid, args.Sprite), layer, state != TypingIndicatorState.None);
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SpriteSystem.LayerSetVisible((uid, args.Sprite), layer, state != TypingIndicatorState.None);
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switch (state)
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{
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case TypingIndicatorState.Idle:
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_sprite.LayerSetRsiState((uid, args.Sprite), layer, proto.IdleState);
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), layer, proto.IdleState);
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break;
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case TypingIndicatorState.Typing:
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_sprite.LayerSetRsiState((uid, args.Sprite), layer, proto.TypingState);
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), layer, proto.TypingState);
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break;
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}
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}
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