Cleanup warnings in ThrusterSystem (#37489)

Cleanup warnings in ThrusterSystem
This commit is contained in:
Tayrtahn
2025-05-15 16:06:30 -04:00
committed by GitHub
parent ff4644c6c9
commit 98c393474a

View File

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