Cleanup redundant SpriteSystem dependencies in VisualizerSystems (#37758)
Cleanup redundant SpriteSystem dependencies in VisualizerSystems
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@@ -27,7 +27,6 @@ namespace Content.Client.TextScreen;
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public sealed class TextScreenSystem : VisualizerSystem<TextScreenVisualsComponent>
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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/// <summary>
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/// Contains char/state Key/Value pairs. <br/>
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@@ -90,11 +89,11 @@ public sealed class TextScreenSystem : VisualizerSystem<TextScreenVisualsCompone
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for (var i = 0; i < screen.RowLength; i++)
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{
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_sprite.LayerMapReserve((uid, sprite), TimerMapKey + i);
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SpriteSystem.LayerMapReserve((uid, sprite), TimerMapKey + i);
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timer.LayerStatesToDraw.Add(TimerMapKey + i, null);
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_sprite.LayerSetRsi((uid, sprite), TimerMapKey + i, new ResPath(TextPath));
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_sprite.LayerSetColor((uid, sprite), TimerMapKey + i, screen.Color);
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_sprite.LayerSetRsiState((uid, sprite), TimerMapKey + i, DefaultState);
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SpriteSystem.LayerSetRsi((uid, sprite), TimerMapKey + i, new ResPath(TextPath));
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SpriteSystem.LayerSetColor((uid, sprite), TimerMapKey + i, screen.Color);
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SpriteSystem.LayerSetRsiState((uid, sprite), TimerMapKey + i, DefaultState);
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}
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}
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@@ -154,7 +153,7 @@ public sealed class TextScreenSystem : VisualizerSystem<TextScreenVisualsCompone
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return;
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foreach (var key in timer.LayerStatesToDraw.Keys)
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_sprite.RemoveLayer((uid, sprite), key);
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SpriteSystem.RemoveLayer((uid, sprite), key);
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RemComp<TextScreenTimerComponent>(uid);
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@@ -190,7 +189,7 @@ public sealed class TextScreenSystem : VisualizerSystem<TextScreenVisualsCompone
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return;
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foreach (var key in component.LayerStatesToDraw.Keys)
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_sprite.RemoveLayer((uid, sprite), key);
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SpriteSystem.RemoveLayer((uid, sprite), key);
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component.LayerStatesToDraw.Clear();
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@@ -198,11 +197,11 @@ public sealed class TextScreenSystem : VisualizerSystem<TextScreenVisualsCompone
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for (var i = 0; i < component.RowLength; i++)
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{
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var key = TextMapKey + row + i;
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_sprite.LayerMapReserve((uid, sprite), key);
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SpriteSystem.LayerMapReserve((uid, sprite), key);
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component.LayerStatesToDraw.Add(key, null);
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_sprite.LayerSetRsi((uid, sprite), key, new ResPath(TextPath));
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_sprite.LayerSetColor((uid, sprite), key, component.Color);
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_sprite.LayerSetRsiState((uid, sprite), key, DefaultState);
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SpriteSystem.LayerSetRsi((uid, sprite), key, new ResPath(TextPath));
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SpriteSystem.LayerSetColor((uid, sprite), key, component.Color);
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SpriteSystem.LayerSetRsiState((uid, sprite), key, DefaultState);
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}
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}
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@@ -228,7 +227,7 @@ public sealed class TextScreenSystem : VisualizerSystem<TextScreenVisualsCompone
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for (var chr = 0; chr < min; chr++)
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{
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component.LayerStatesToDraw[TextMapKey + rowIdx + chr] = GetStateFromChar(row[chr]);
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_sprite.LayerSetOffset(
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SpriteSystem.LayerSetOffset(
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(uid, sprite),
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TextMapKey + rowIdx + chr,
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Vector2.Multiply(
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@@ -259,7 +258,7 @@ public sealed class TextScreenSystem : VisualizerSystem<TextScreenVisualsCompone
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for (var i = 0; i < min; i++)
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{
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timer.LayerStatesToDraw[TimerMapKey + i] = GetStateFromChar(time[i]);
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_sprite.LayerSetOffset(
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SpriteSystem.LayerSetOffset(
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(uid, sprite),
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TimerMapKey + i,
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Vector2.Multiply(
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@@ -279,7 +278,7 @@ public sealed class TextScreenSystem : VisualizerSystem<TextScreenVisualsCompone
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return;
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foreach (var (key, state) in layerStates.Where(pairs => pairs.Value != null))
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_sprite.LayerSetRsiState((uid, sprite), key, state);
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SpriteSystem.LayerSetRsiState((uid, sprite), key, state);
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}
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public override void Update(float frameTime)
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