removes componentdependencies (#6160)
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@@ -1,6 +1,7 @@
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using System;
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using System.Threading;
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using Content.Server.Administration.Logs;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Projectiles.Components;
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using Content.Server.Singularity.Components;
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@@ -94,7 +95,7 @@ namespace Content.Server.Singularity.EntitySystems
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public void SwitchOff(EmitterComponent component)
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{
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component.IsOn = false;
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if (component.PowerConsumer != null) component.PowerConsumer.DrawRate = 0;
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if (TryComp<PowerConsumerComponent>(component.Owner, out var powerConsumer)) powerConsumer.DrawRate = 0;
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PowerOff(component);
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UpdateAppearance(component);
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}
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@@ -102,7 +103,7 @@ namespace Content.Server.Singularity.EntitySystems
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public void SwitchOn(EmitterComponent component)
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{
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component.IsOn = true;
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if (component.PowerConsumer != null) component.PowerConsumer.DrawRate = component.PowerUseActive;
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if (TryComp<PowerConsumerComponent>(component.Owner, out var powerConsumer)) powerConsumer.DrawRate = component.PowerUseActive;
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// Do not directly PowerOn().
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// OnReceivedPowerChanged will get fired due to DrawRate change which will turn it on.
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UpdateAppearance(component);
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@@ -149,7 +150,8 @@ namespace Content.Server.Singularity.EntitySystems
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// and thus not firing
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DebugTools.Assert(component.IsPowered);
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DebugTools.Assert(component.IsOn);
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DebugTools.Assert(component.PowerConsumer != null && (component.PowerConsumer.DrawRate <= component.PowerConsumer.ReceivedPower));
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DebugTools.Assert(TryComp<PowerConsumerComponent>(component.Owner, out var powerConsumer) &&
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powerConsumer.DrawRate <= powerConsumer.ReceivedPower);
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Fire(component);
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@@ -205,7 +207,7 @@ namespace Content.Server.Singularity.EntitySystems
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private void UpdateAppearance(EmitterComponent component)
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{
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if (component.Appearance == null)
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if (!TryComp<AppearanceComponent>(component.Owner, out var appearanceComponent))
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{
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return;
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}
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@@ -224,7 +226,7 @@ namespace Content.Server.Singularity.EntitySystems
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state = EmitterVisualState.Off;
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}
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component.Appearance.SetData(EmitterVisuals.VisualState, state);
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appearanceComponent.SetData(EmitterVisuals.VisualState, state);
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}
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}
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}
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