Cleanup warnings in ThrusterSystem (#37489)
Cleanup warnings in ThrusterSystem
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@@ -4,10 +4,12 @@ using Robust.Client.GameObjects;
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namespace Content.Client.Shuttles;
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/// <summary>
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/// Handles making a thruster visibly turn on/emit an exhaust plume according to its state.
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/// Handles making a thruster visibly turn on/emit an exhaust plume according to its state.
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/// </summary>
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public sealed class ThrusterSystem : VisualizerSystem<ThrusterComponent>
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{
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[Dependency] private readonly SpriteSystem _sprite = default!;
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/// <summary>
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/// Updates whether or not the thruster is visibly active/thrusting.
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/// </summary>
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@@ -17,7 +19,7 @@ public sealed class ThrusterSystem : VisualizerSystem<ThrusterComponent>
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|| !AppearanceSystem.TryGetData<bool>(uid, ThrusterVisualState.State, out var state, args.Component))
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return;
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args.Sprite.LayerSetVisible(ThrusterVisualLayers.ThrustOn, state);
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_sprite.LayerSetVisible((uid, args.Sprite), ThrusterVisualLayers.ThrustOn, state);
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SetThrusting(
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uid,
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state && AppearanceSystem.TryGetData<bool>(uid, ThrusterVisualState.Thrusting, out var thrusting, args.Component) && thrusting,
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@@ -28,16 +30,16 @@ public sealed class ThrusterSystem : VisualizerSystem<ThrusterComponent>
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/// <summary>
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/// Sets whether or not the exhaust plume of the thruster is visible or not.
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/// </summary>
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private static void SetThrusting(EntityUid _, bool value, SpriteComponent sprite)
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private void SetThrusting(EntityUid uid, bool value, SpriteComponent sprite)
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{
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if (sprite.LayerMapTryGet(ThrusterVisualLayers.Thrusting, out var thrustingLayer))
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if (_sprite.LayerMapTryGet((uid, sprite), ThrusterVisualLayers.Thrusting, out var thrustingLayer, false))
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{
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sprite.LayerSetVisible(thrustingLayer, value);
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_sprite.LayerSetVisible((uid, sprite), thrustingLayer, value);
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}
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if (sprite.LayerMapTryGet(ThrusterVisualLayers.ThrustingUnshaded, out var unshadedLayer))
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if (_sprite.LayerMapTryGet((uid, sprite), ThrusterVisualLayers.ThrustingUnshaded, out var unshadedLayer, false))
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{
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sprite.LayerSetVisible(unshadedLayer, value);
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_sprite.LayerSetVisible((uid, sprite), unshadedLayer, value);
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}
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}
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}
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