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

@@ -6,7 +6,6 @@ namespace Content.Client.Power.APC;
public sealed class ApcVisualizerSystem : VisualizerSystem<ApcVisualsComponent>
{
[Dependency] private readonly SharedPointLightSystem _lights = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
protected override void OnAppearanceChange(EntityUid uid, ApcVisualsComponent comp, ref AppearanceChangeEvent args)
{
@@ -14,8 +13,8 @@ public sealed class ApcVisualizerSystem : VisualizerSystem<ApcVisualsComponent>
return;
// get the mapped layer index of the first lock layer and the first channel layer
var lockIndicatorOverlayStart = _sprite.LayerMapGet((uid, args.Sprite), ApcVisualLayers.InterfaceLock);
var channelIndicatorOverlayStart = _sprite.LayerMapGet((uid, args.Sprite), ApcVisualLayers.Equipment);
var lockIndicatorOverlayStart = SpriteSystem.LayerMapGet((uid, args.Sprite), ApcVisualLayers.InterfaceLock);
var channelIndicatorOverlayStart = SpriteSystem.LayerMapGet((uid, args.Sprite), ApcVisualLayers.Equipment);
// Handle APC screen overlay:
if (!AppearanceSystem.TryGetData<ApcChargeState>(uid, ApcVisuals.ChargeState, out var chargeState, args.Component))
@@ -23,7 +22,7 @@ public sealed class ApcVisualizerSystem : VisualizerSystem<ApcVisualsComponent>
if (chargeState >= 0 && chargeState < ApcChargeState.NumStates)
{
_sprite.LayerSetRsiState((uid, args.Sprite), ApcVisualLayers.ChargeState, $"{comp.ScreenPrefix}-{comp.ScreenSuffixes[(sbyte)chargeState]}");
SpriteSystem.LayerSetRsiState((uid, args.Sprite), ApcVisualLayers.ChargeState, $"{comp.ScreenPrefix}-{comp.ScreenSuffixes[(sbyte)chargeState]}");
// LockState does nothing currently. The backend doesn't exist.
if (AppearanceSystem.TryGetData<byte>(uid, ApcVisuals.LockState, out var lockStates, args.Component))
@@ -32,8 +31,8 @@ public sealed class ApcVisualizerSystem : VisualizerSystem<ApcVisualsComponent>
{
var layer = (byte)lockIndicatorOverlayStart + i;
var lockState = (sbyte)((lockStates >> (i << (sbyte)ApcLockState.LogWidth)) & (sbyte)ApcLockState.All);
_sprite.LayerSetRsiState((uid, args.Sprite), layer, $"{comp.LockPrefix}{i}-{comp.LockSuffixes[lockState]}");
_sprite.LayerSetVisible((uid, args.Sprite), layer, true);
SpriteSystem.LayerSetRsiState((uid, args.Sprite), layer, $"{comp.LockPrefix}{i}-{comp.LockSuffixes[lockState]}");
SpriteSystem.LayerSetVisible((uid, args.Sprite), layer, true);
}
}
@@ -44,8 +43,8 @@ public sealed class ApcVisualizerSystem : VisualizerSystem<ApcVisualsComponent>
{
var layer = (byte)channelIndicatorOverlayStart + i;
var channelState = (sbyte)((channelStates >> (i << (sbyte)ApcChannelState.LogWidth)) & (sbyte)ApcChannelState.All);
_sprite.LayerSetRsiState((uid, args.Sprite), layer, $"{comp.ChannelPrefix}{i}-{comp.ChannelSuffixes[channelState]}");
_sprite.LayerSetVisible((uid, args.Sprite), layer, true);
SpriteSystem.LayerSetRsiState((uid, args.Sprite), layer, $"{comp.ChannelPrefix}{i}-{comp.ChannelSuffixes[channelState]}");
SpriteSystem.LayerSetVisible((uid, args.Sprite), layer, true);
}
}
@@ -57,16 +56,16 @@ public sealed class ApcVisualizerSystem : VisualizerSystem<ApcVisualsComponent>
else
{
/// Overrides all of the lock and channel indicators.
_sprite.LayerSetRsiState((uid, args.Sprite), ApcVisualLayers.ChargeState, comp.EmaggedScreenState);
SpriteSystem.LayerSetRsiState((uid, args.Sprite), ApcVisualLayers.ChargeState, comp.EmaggedScreenState);
for (var i = 0; i < comp.LockIndicators; ++i)
{
var layer = (byte)lockIndicatorOverlayStart + i;
_sprite.LayerSetVisible((uid, args.Sprite), layer, false);
SpriteSystem.LayerSetVisible((uid, args.Sprite), layer, false);
}
for (var i = 0; i < comp.ChannelIndicators; ++i)
{
var layer = (byte)channelIndicatorOverlayStart + i;
_sprite.LayerSetVisible((uid, args.Sprite), layer, false);
SpriteSystem.LayerSetVisible((uid, args.Sprite), layer, false);
}
if (TryComp<PointLightComponent>(uid, out var light))