Cleanup redundant SpriteSystem dependencies in VisualizerSystems (#37758)
Cleanup redundant SpriteSystem dependencies in VisualizerSystems
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@@ -6,8 +6,6 @@ namespace Content.Client.Power.SMES;
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public sealed class SmesVisualizerSystem : VisualizerSystem<SmesComponent>
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{
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[Dependency] private readonly SpriteSystem _sprite = default!;
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protected override void OnAppearanceChange(EntityUid uid, SmesComponent comp, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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@@ -15,12 +13,12 @@ public sealed class SmesVisualizerSystem : VisualizerSystem<SmesComponent>
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if (!AppearanceSystem.TryGetData<int>(uid, SmesVisuals.LastChargeLevel, out var level, args.Component) || level == 0)
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{
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_sprite.LayerSetVisible((uid, args.Sprite), SmesVisualLayers.Charge, false);
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SpriteSystem.LayerSetVisible((uid, args.Sprite), SmesVisualLayers.Charge, false);
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}
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else
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{
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_sprite.LayerSetVisible((uid, args.Sprite), SmesVisualLayers.Charge, true);
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_sprite.LayerSetRsiState((uid, args.Sprite), SmesVisualLayers.Charge, $"{comp.ChargeOverlayPrefix}{level}");
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SpriteSystem.LayerSetVisible((uid, args.Sprite), SmesVisualLayers.Charge, true);
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), SmesVisualLayers.Charge, $"{comp.ChargeOverlayPrefix}{level}");
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}
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if (!AppearanceSystem.TryGetData<ChargeState>(uid, SmesVisuals.LastChargeState, out var state, args.Component))
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@@ -29,16 +27,16 @@ public sealed class SmesVisualizerSystem : VisualizerSystem<SmesComponent>
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switch (state)
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{
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case ChargeState.Still:
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_sprite.LayerSetRsiState((uid, args.Sprite), SmesVisualLayers.Input, $"{comp.InputOverlayPrefix}0");
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_sprite.LayerSetRsiState((uid, args.Sprite), SmesVisualLayers.Output, $"{comp.OutputOverlayPrefix}1");
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), SmesVisualLayers.Input, $"{comp.InputOverlayPrefix}0");
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), SmesVisualLayers.Output, $"{comp.OutputOverlayPrefix}1");
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break;
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case ChargeState.Charging:
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_sprite.LayerSetRsiState((uid, args.Sprite), SmesVisualLayers.Input, $"{comp.InputOverlayPrefix}1");
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_sprite.LayerSetRsiState((uid, args.Sprite), SmesVisualLayers.Output, $"{comp.OutputOverlayPrefix}1");
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), SmesVisualLayers.Input, $"{comp.InputOverlayPrefix}1");
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), SmesVisualLayers.Output, $"{comp.OutputOverlayPrefix}1");
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break;
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case ChargeState.Discharging:
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_sprite.LayerSetRsiState((uid, args.Sprite), SmesVisualLayers.Input, $"{comp.InputOverlayPrefix}0");
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_sprite.LayerSetRsiState((uid, args.Sprite), SmesVisualLayers.Output, $"{comp.OutputOverlayPrefix}2");
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), SmesVisualLayers.Input, $"{comp.InputOverlayPrefix}0");
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SpriteSystem.LayerSetRsiState((uid, args.Sprite), SmesVisualLayers.Output, $"{comp.OutputOverlayPrefix}2");
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break;
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}
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}
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