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

@@ -5,8 +5,6 @@ namespace Content.Client.PowerCell;
public sealed class PowerChargerVisualizerSystem : VisualizerSystem<PowerChargerVisualsComponent>
{
[Dependency] private readonly SpriteSystem _sprite = default!;
protected override void OnAppearanceChange(EntityUid uid, PowerChargerVisualsComponent comp, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
@@ -16,22 +14,22 @@ public sealed class PowerChargerVisualizerSystem : VisualizerSystem<PowerCharger
if (AppearanceSystem.TryGetData<bool>(uid, CellVisual.Occupied, out var occupied, args.Component) && occupied)
{
// TODO: don't throw if it doesn't have a full state
_sprite.LayerSetRsiState((uid, args.Sprite), PowerChargerVisualLayers.Base, comp.OccupiedState);
SpriteSystem.LayerSetRsiState((uid, args.Sprite), PowerChargerVisualLayers.Base, comp.OccupiedState);
}
else
{
_sprite.LayerSetRsiState((uid, args.Sprite), PowerChargerVisualLayers.Base, comp.EmptyState);
SpriteSystem.LayerSetRsiState((uid, args.Sprite), PowerChargerVisualLayers.Base, comp.EmptyState);
}
// Update lighting
if (AppearanceSystem.TryGetData<CellChargerStatus>(uid, CellVisual.Light, out var status, args.Component)
&& comp.LightStates.TryGetValue(status, out var lightState))
{
_sprite.LayerSetRsiState((uid, args.Sprite), PowerChargerVisualLayers.Light, lightState);
_sprite.LayerSetVisible((uid, args.Sprite), PowerChargerVisualLayers.Light, true);
SpriteSystem.LayerSetRsiState((uid, args.Sprite), PowerChargerVisualLayers.Light, lightState);
SpriteSystem.LayerSetVisible((uid, args.Sprite), PowerChargerVisualLayers.Light, true);
}
else
_sprite.LayerSetVisible((uid, args.Sprite), PowerChargerVisualLayers.Light, false);
SpriteSystem.LayerSetVisible((uid, args.Sprite), PowerChargerVisualLayers.Light, false);
}
}