Cleanup warnings in ClientFoodSequenceSystem (#37431)
Cleanup warnings in ClientFoodSequenceSystem
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@@ -6,6 +6,8 @@ namespace Content.Client.Nutrition.EntitySystems;
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public sealed class ClientFoodSequenceSystem : SharedFoodSequenceSystem
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public sealed class ClientFoodSequenceSystem : SharedFoodSequenceSystem
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{
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{
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[Dependency] private readonly SpriteSystem _sprite = default!;
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public override void Initialize()
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public override void Initialize()
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{
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{
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SubscribeLocalEvent<FoodSequenceStartPointComponent, AfterAutoHandleStateEvent>(OnHandleState);
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SubscribeLocalEvent<FoodSequenceStartPointComponent, AfterAutoHandleStateEvent>(OnHandleState);
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@@ -27,7 +29,7 @@ public sealed class ClientFoodSequenceSystem : SharedFoodSequenceSystem
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//Remove old layers
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//Remove old layers
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foreach (var key in start.Comp.RevealedLayers)
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foreach (var key in start.Comp.RevealedLayers)
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{
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{
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sprite.RemoveLayer(key);
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_sprite.RemoveLayer((start.Owner, sprite), key);
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}
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}
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start.Comp.RevealedLayers.Clear();
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start.Comp.RevealedLayers.Clear();
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@@ -41,20 +43,20 @@ public sealed class ClientFoodSequenceSystem : SharedFoodSequenceSystem
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var keyCode = $"food-layer-{counter}";
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var keyCode = $"food-layer-{counter}";
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start.Comp.RevealedLayers.Add(keyCode);
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start.Comp.RevealedLayers.Add(keyCode);
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sprite.LayerMapTryGet(start.Comp.TargetLayerMap, out var index);
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_sprite.LayerMapTryGet((start.Owner, sprite), start.Comp.TargetLayerMap, out var index, false);
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if (start.Comp.InverseLayers)
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if (start.Comp.InverseLayers)
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index++;
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index++;
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sprite.AddBlankLayer(index);
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_sprite.AddBlankLayer((start.Owner, sprite), index);
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sprite.LayerMapSet(keyCode, index);
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_sprite.LayerMapSet((start.Owner, sprite), keyCode, index);
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sprite.LayerSetSprite(index, state.Sprite);
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_sprite.LayerSetSprite((start.Owner, sprite), index, state.Sprite);
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sprite.LayerSetScale(index, state.Scale);
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_sprite.LayerSetScale((start.Owner, sprite), index, state.Scale);
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//Offset the layer
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//Offset the layer
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var layerPos = start.Comp.StartPosition;
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var layerPos = start.Comp.StartPosition;
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layerPos += (start.Comp.Offset * counter) + state.LocalOffset;
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layerPos += (start.Comp.Offset * counter) + state.LocalOffset;
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sprite.LayerSetOffset(index, layerPos);
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_sprite.LayerSetOffset((start.Owner, sprite), index, layerPos);
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counter++;
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counter++;
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}
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}
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