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

@@ -27,7 +27,6 @@ namespace Content.Client.TextScreen;
public sealed class TextScreenSystem : VisualizerSystem<TextScreenVisualsComponent>
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
/// <summary>
/// Contains char/state Key/Value pairs. <br/>
@@ -90,11 +89,11 @@ public sealed class TextScreenSystem : VisualizerSystem<TextScreenVisualsCompone
for (var i = 0; i < screen.RowLength; i++)
{
_sprite.LayerMapReserve((uid, sprite), TimerMapKey + i);
SpriteSystem.LayerMapReserve((uid, sprite), TimerMapKey + i);
timer.LayerStatesToDraw.Add(TimerMapKey + i, null);
_sprite.LayerSetRsi((uid, sprite), TimerMapKey + i, new ResPath(TextPath));
_sprite.LayerSetColor((uid, sprite), TimerMapKey + i, screen.Color);
_sprite.LayerSetRsiState((uid, sprite), TimerMapKey + i, DefaultState);
SpriteSystem.LayerSetRsi((uid, sprite), TimerMapKey + i, new ResPath(TextPath));
SpriteSystem.LayerSetColor((uid, sprite), TimerMapKey + i, screen.Color);
SpriteSystem.LayerSetRsiState((uid, sprite), TimerMapKey + i, DefaultState);
}
}
@@ -154,7 +153,7 @@ public sealed class TextScreenSystem : VisualizerSystem<TextScreenVisualsCompone
return;
foreach (var key in timer.LayerStatesToDraw.Keys)
_sprite.RemoveLayer((uid, sprite), key);
SpriteSystem.RemoveLayer((uid, sprite), key);
RemComp<TextScreenTimerComponent>(uid);
@@ -190,7 +189,7 @@ public sealed class TextScreenSystem : VisualizerSystem<TextScreenVisualsCompone
return;
foreach (var key in component.LayerStatesToDraw.Keys)
_sprite.RemoveLayer((uid, sprite), key);
SpriteSystem.RemoveLayer((uid, sprite), key);
component.LayerStatesToDraw.Clear();
@@ -198,11 +197,11 @@ public sealed class TextScreenSystem : VisualizerSystem<TextScreenVisualsCompone
for (var i = 0; i < component.RowLength; i++)
{
var key = TextMapKey + row + i;
_sprite.LayerMapReserve((uid, sprite), key);
SpriteSystem.LayerMapReserve((uid, sprite), key);
component.LayerStatesToDraw.Add(key, null);
_sprite.LayerSetRsi((uid, sprite), key, new ResPath(TextPath));
_sprite.LayerSetColor((uid, sprite), key, component.Color);
_sprite.LayerSetRsiState((uid, sprite), key, DefaultState);
SpriteSystem.LayerSetRsi((uid, sprite), key, new ResPath(TextPath));
SpriteSystem.LayerSetColor((uid, sprite), key, component.Color);
SpriteSystem.LayerSetRsiState((uid, sprite), key, DefaultState);
}
}
@@ -228,7 +227,7 @@ public sealed class TextScreenSystem : VisualizerSystem<TextScreenVisualsCompone
for (var chr = 0; chr < min; chr++)
{
component.LayerStatesToDraw[TextMapKey + rowIdx + chr] = GetStateFromChar(row[chr]);
_sprite.LayerSetOffset(
SpriteSystem.LayerSetOffset(
(uid, sprite),
TextMapKey + rowIdx + chr,
Vector2.Multiply(
@@ -259,7 +258,7 @@ public sealed class TextScreenSystem : VisualizerSystem<TextScreenVisualsCompone
for (var i = 0; i < min; i++)
{
timer.LayerStatesToDraw[TimerMapKey + i] = GetStateFromChar(time[i]);
_sprite.LayerSetOffset(
SpriteSystem.LayerSetOffset(
(uid, sprite),
TimerMapKey + i,
Vector2.Multiply(
@@ -279,7 +278,7 @@ public sealed class TextScreenSystem : VisualizerSystem<TextScreenVisualsCompone
return;
foreach (var (key, state) in layerStates.Where(pairs => pairs.Value != null))
_sprite.LayerSetRsiState((uid, sprite), key, state);
SpriteSystem.LayerSetRsiState((uid, sprite), key, state);
}
public override void Update(float frameTime)