Cleanup warnings in GravitySystem (#37388)
Cleanup warnings in GravitySystem
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@@ -7,6 +7,8 @@ namespace Content.Client.Gravity;
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public sealed partial class GravitySystem : SharedGravitySystem
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{
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[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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public override void Initialize()
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{
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base.Initialize();
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@@ -26,34 +28,34 @@ public sealed partial class GravitySystem : SharedGravitySystem
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{
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if (comp.SpriteMap.TryGetValue(state, out var spriteState))
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{
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var layer = args.Sprite.LayerMapGet(GravityGeneratorVisualLayers.Base);
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args.Sprite.LayerSetState(layer, spriteState);
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var layer = _sprite.LayerMapGet((uid, args.Sprite), GravityGeneratorVisualLayers.Base);
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_sprite.LayerSetRsiState((uid, args.Sprite), layer, spriteState);
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}
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}
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if (_appearanceSystem.TryGetData<float>(uid, PowerChargeVisuals.Charge, out var charge, args.Component))
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{
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var layer = args.Sprite.LayerMapGet(GravityGeneratorVisualLayers.Core);
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var layer = _sprite.LayerMapGet((uid, args.Sprite), GravityGeneratorVisualLayers.Core);
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switch (charge)
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{
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case < 0.2f:
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args.Sprite.LayerSetVisible(layer, false);
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_sprite.LayerSetVisible((uid, args.Sprite), layer, false);
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break;
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case >= 0.2f and < 0.4f:
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args.Sprite.LayerSetVisible(layer, true);
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args.Sprite.LayerSetState(layer, comp.CoreStartupState);
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_sprite.LayerSetVisible((uid, args.Sprite), layer, true);
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_sprite.LayerSetRsiState((uid, args.Sprite), layer, comp.CoreStartupState);
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break;
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case >= 0.4f and < 0.6f:
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args.Sprite.LayerSetVisible(layer, true);
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args.Sprite.LayerSetState(layer, comp.CoreIdleState);
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_sprite.LayerSetVisible((uid, args.Sprite), layer, true);
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_sprite.LayerSetRsiState((uid, args.Sprite), layer, comp.CoreIdleState);
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break;
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case >= 0.6f and < 0.8f:
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args.Sprite.LayerSetVisible(layer, true);
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args.Sprite.LayerSetState(layer, comp.CoreActivatingState);
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_sprite.LayerSetVisible((uid, args.Sprite), layer, true);
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_sprite.LayerSetRsiState((uid, args.Sprite), layer, comp.CoreActivatingState);
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break;
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default:
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args.Sprite.LayerSetVisible(layer, true);
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args.Sprite.LayerSetState(layer, comp.CoreActivatedState);
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_sprite.LayerSetVisible((uid, args.Sprite), layer, true);
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_sprite.LayerSetRsiState((uid, args.Sprite), layer, comp.CoreActivatedState);
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break;
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}
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}
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