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

@@ -6,8 +6,6 @@ namespace Content.Client.Lock.Visualizers;
public sealed class LockVisualizerSystem : VisualizerSystem<LockVisualsComponent>
{
[Dependency] private readonly SpriteSystem _sprite = default!;
protected override void OnAppearanceChange(EntityUid uid, LockVisualsComponent comp, ref AppearanceChangeEvent args)
{
if (args.Sprite == null
@@ -22,14 +20,14 @@ public sealed class LockVisualizerSystem : VisualizerSystem<LockVisualsComponent
if (AppearanceSystem.TryGetData<bool>(uid, StorageVisuals.Open, out var open, args.Component))
{
_sprite.LayerSetVisible((uid, args.Sprite), LockVisualLayers.Lock, !open);
SpriteSystem.LayerSetVisible((uid, args.Sprite), LockVisualLayers.Lock, !open);
}
else if (!(bool)unlockedStateExist!)
_sprite.LayerSetVisible((uid, args.Sprite), LockVisualLayers.Lock, locked);
SpriteSystem.LayerSetVisible((uid, args.Sprite), LockVisualLayers.Lock, locked);
if (!open && (bool)unlockedStateExist!)
{
_sprite.LayerSetRsiState((uid, args.Sprite), LockVisualLayers.Lock, locked ? comp.StateLocked : comp.StateUnlocked);
SpriteSystem.LayerSetRsiState((uid, args.Sprite), LockVisualLayers.Lock, locked ? comp.StateLocked : comp.StateUnlocked);
}
}
}