Cleanup more SpriteComponent warnings (part 2) (#37527)

* Cleanup warnings in MagazineVisualsSpriteTest

* Cleanup warnings in WiresVisualizerSystem

* Cleanup warnings in GunSystem.SpentAmmo

* Cleanup warnings in GunSystem

* Cleanup warnings in GunSystem.ChamberMagazine

* Cleanup warnings in MeleeWeaponSystem.Effects

* Cleanup warnings in ToggleableLightVisualsSystem

* Cleanup warnings in StatusIconOverlay

* Cleanup warnings in SpriteFadeSystem

* Cleanup warnings in PdaVisualizerSystem

* Cleanup warnings in EnvelopeSystem

* Cleanup warnings in MechSystem

* Cleanup warnings in MappingOverlay

* Cleanup warnings in LockVisualizerSystem

* Cleanup warnings in DragDropSystem

* Cleanup warnings in GhostSystem

* Cleanup warnings in TriggerSystem.Proximity

* Cleanup warnings in DragonSystem

* Cleanup warnings in PortableScrubberVisualsSystem

* File-scoped namespace for PortableScrubberVisualsSystem
This commit is contained in:
Tayrtahn
2025-05-16 23:29:03 -04:00
committed by GitHub
parent 33f111c090
commit bd22361a6a
20 changed files with 108 additions and 92 deletions

View File

@@ -9,6 +9,7 @@ public sealed partial class TriggerSystem
{
[Dependency] private readonly AnimationPlayerSystem _player = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
/*
* Currently all of the appearance stuff is hardcoded for portable flashers
@@ -79,7 +80,7 @@ public sealed partial class TriggerSystem
if (!_appearance.TryGetData<ProximityTriggerVisuals>(uid, ProximityTriggerVisualState.State, out var state, appearance))
return;
if (!spriteComponent.LayerMapTryGet(ProximityTriggerVisualLayers.Base, out var layer))
if (!_sprite.LayerMapTryGet((uid, spriteComponent), ProximityTriggerVisualLayers.Base, out var layer, false))
// Don't do anything if the sprite doesn't have the layer.
return;
@@ -89,7 +90,7 @@ public sealed partial class TriggerSystem
// Don't interrupt the flash animation
if (_player.HasRunningAnimation(uid, player, AnimKey)) return;
_player.Stop(uid, player, AnimKey);
spriteComponent.LayerSetState(layer, "on");
_sprite.LayerSetRsiState((uid, spriteComponent), layer, "on");
break;
case ProximityTriggerVisuals.Active:
if (_player.HasRunningAnimation(uid, player, AnimKey)) return;
@@ -98,7 +99,7 @@ public sealed partial class TriggerSystem
case ProximityTriggerVisuals.Off:
default:
_player.Stop(uid, player, AnimKey);
spriteComponent.LayerSetState(layer, "off");
_sprite.LayerSetRsiState((uid, spriteComponent), layer, "off");
break;
}
}