Remove UI state enter/exit logic from DamageOverlayUi (#19149)
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@@ -1,5 +1,4 @@
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using Content.Client.Alerts;
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using Content.Client.Alerts;
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using Content.Client.Gameplay;
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using Content.Shared.Damage;
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Content.Shared.FixedPoint;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs;
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@@ -15,7 +14,7 @@ using Robust.Client.UserInterface.Controllers;
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namespace Content.Client.UserInterface.Systems.DamageOverlays;
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namespace Content.Client.UserInterface.Systems.DamageOverlays;
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[UsedImplicitly]
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[UsedImplicitly]
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public sealed class DamageOverlayUiController : UIController, IOnStateChanged<GameplayState>
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public sealed class DamageOverlayUiController : UIController
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{
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{
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[Dependency] private readonly IOverlayManager _overlayManager = default!;
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[Dependency] private readonly IOverlayManager _overlayManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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@@ -33,16 +32,6 @@ public sealed class DamageOverlayUiController : UIController, IOnStateChanged<Ga
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SubscribeLocalEvent<MobThresholdChecked>(OnThresholdCheck);
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SubscribeLocalEvent<MobThresholdChecked>(OnThresholdCheck);
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}
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}
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public void OnStateEntered(GameplayState state)
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{
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_overlayManager.AddOverlay(_overlay);
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}
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public void OnStateExited(GameplayState state)
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{
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_overlayManager.RemoveOverlay(_overlay);
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}
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private void OnPlayerAttach(PlayerAttachedEvent args)
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private void OnPlayerAttach(PlayerAttachedEvent args)
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{
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{
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ClearOverlay();
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ClearOverlay();
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