Cleanup more SpriteComponent warnings (part 4) (#37550)
* Cleanup warnings in ClickableSystem * Cleanup warnings in FultonSystem * Cleanup warning in HolidaySystem * Cleanup warning in DoAfterOverlay * Cleanup warning in EntityHealthBarOverlay * Cleanup warning in SmokeVisualizerSystem * Cleanup warning in VaporVisualizerSystem * Cleanup warning in ColorFlashEffectSystem * Cleanup warnings in StealthSystem * Cleanup warnings in TrayScannerSystem * Cleanup warnings in InventoryUIController * Cleanup warnings in HideMechanismsCommand * Cleanup warning in ShowMechanismsCommand * Cleanup warnings in EntityPickupAnimationSystem * Cleanup warnings in PointingSystem * Cleanup warning in StickyVisualizerSystem * Cleanup warnings in TabletopSystem * Cleanup warnings in PillSystem * Cleanup warnings in DiceSystem * Cleanup warnings in ProjectileSystem
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@@ -21,6 +21,7 @@ public sealed class DoAfterOverlay : Overlay
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private readonly MetaDataSystem _meta;
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private readonly ProgressColorSystem _progressColor;
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private readonly SharedContainerSystem _container;
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private readonly SpriteSystem _sprite;
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private readonly Texture _barTexture;
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private readonly ShaderInstance _unshadedShader;
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@@ -45,6 +46,7 @@ public sealed class DoAfterOverlay : Overlay
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_meta = _entManager.EntitySysManager.GetEntitySystem<MetaDataSystem>();
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_container = _entManager.EntitySysManager.GetEntitySystem<SharedContainerSystem>();
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_progressColor = _entManager.System<ProgressColorSystem>();
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_sprite = _entManager.System<SpriteSystem>();
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var sprite = new SpriteSpecifier.Rsi(new("/Textures/Interface/Misc/progress_bar.rsi"), "icon");
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_barTexture = _entManager.EntitySysManager.GetEntitySystem<SpriteSystem>().Frame0(sprite);
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@@ -118,7 +120,7 @@ public sealed class DoAfterOverlay : Overlay
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// Use the sprite itself if we know its bounds. This means short or tall sprites don't get overlapped
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// by the bar.
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float yOffset = sprite.Bounds.Height / 2f + 0.05f;
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var yOffset = _sprite.GetLocalBounds((uid, sprite)).Height / 2f + 0.05f;
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// Position above the entity (we've already applied the matrix transform to the entity itself)
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// Offset by the texture size for every do_after we have.
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@@ -135,7 +137,7 @@ public sealed class DoAfterOverlay : Overlay
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if (doAfter.CancelledTime != null)
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{
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var elapsed = doAfter.CancelledTime.Value - doAfter.StartTime;
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elapsedRatio = (float) Math.Min(1, elapsed.TotalSeconds / doAfter.Args.Delay.TotalSeconds);
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elapsedRatio = (float)Math.Min(1, elapsed.TotalSeconds / doAfter.Args.Delay.TotalSeconds);
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var cancelElapsed = (time - doAfter.CancelledTime.Value).TotalSeconds;
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var flash = Math.Floor(cancelElapsed / FlashTime) % 2 == 0;
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color = GetProgressColor(0, flash ? alpha : 0);
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@@ -143,7 +145,7 @@ public sealed class DoAfterOverlay : Overlay
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else
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{
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var elapsed = time - doAfter.StartTime;
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elapsedRatio = (float) Math.Min(1, elapsed.TotalSeconds / doAfter.Args.Delay.TotalSeconds);
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elapsedRatio = (float)Math.Min(1, elapsed.TotalSeconds / doAfter.Args.Delay.TotalSeconds);
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color = GetProgressColor(elapsedRatio, alpha);
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}
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