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 @@ public sealed class PoweredLightVisualizerSystem : VisualizerSystem<PoweredLight
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
public override void Initialize()
{
@@ -28,16 +27,16 @@ public sealed class PoweredLightVisualizerSystem : VisualizerSystem<PoweredLight
return;
if (comp.SpriteStateMap.TryGetValue(state, out var spriteState))
_sprite.LayerSetRsiState((uid, args.Sprite), PoweredLightLayers.Base, spriteState);
SpriteSystem.LayerSetRsiState((uid, args.Sprite), PoweredLightLayers.Base, spriteState);
if (_sprite.LayerExists((uid, args.Sprite), PoweredLightLayers.Glow))
if (SpriteSystem.LayerExists((uid, args.Sprite), PoweredLightLayers.Glow))
{
if (TryComp<PointLightComponent>(uid, out var light))
{
_sprite.LayerSetColor((uid, args.Sprite), PoweredLightLayers.Glow, light.Color);
SpriteSystem.LayerSetColor((uid, args.Sprite), PoweredLightLayers.Glow, light.Color);
}
_sprite.LayerSetVisible((uid, args.Sprite), PoweredLightLayers.Glow, state == PoweredLightState.On);
SpriteSystem.LayerSetVisible((uid, args.Sprite), PoweredLightLayers.Glow, state == PoweredLightState.On);
}
SetBlinkingAnimation(