Cleanup warnings in GravitySystem (#37388)

Cleanup warnings in GravitySystem
This commit is contained in:
Tayrtahn
2025-05-12 17:46:23 -04:00
committed by GitHub
parent 79b55d7549
commit cad4ce6d3f

View File

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