Change from using obsolete method in ExplosionOverlay (#30550)
* Change from obsolete method in ExplosionOverlay * Send AppearanceSystem through constructor
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@@ -16,15 +16,17 @@ public sealed class ExplosionOverlay : Overlay
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly IEntityManager _entMan = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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private SharedAppearanceSystem _appearance;
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
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private ShaderInstance _shader;
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public ExplosionOverlay()
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public ExplosionOverlay(SharedAppearanceSystem appearanceSystem)
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{
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IoCManager.InjectDependencies(this);
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_shader = _proto.Index<ShaderPrototype>("unshaded").Instance();
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_appearance = appearanceSystem;
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}
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protected override void Draw(in OverlayDrawArgs args)
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@@ -33,15 +35,14 @@ public sealed class ExplosionOverlay : Overlay
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drawHandle.UseShader(_shader);
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var xforms = _entMan.GetEntityQuery<TransformComponent>();
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var query = _entMan
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.EntityQuery<ExplosionVisualsComponent, ExplosionVisualsTexturesComponent, AppearanceComponent>(true);
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var query = _entMan.EntityQueryEnumerator<ExplosionVisualsComponent, ExplosionVisualsTexturesComponent>();
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foreach (var (visuals, textures, appearance) in query)
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while (query.MoveNext(out var uid, out var visuals, out var textures))
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{
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if (visuals.Epicenter.MapId != args.MapId)
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continue;
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if (!appearance.TryGetData(ExplosionAppearanceData.Progress, out int index))
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if (!_appearance.TryGetData(uid, ExplosionAppearanceData.Progress, out int index))
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continue;
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index = Math.Min(index, visuals.Intensity.Count - 1);
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