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

@@ -6,6 +6,8 @@ namespace Content.Client.Lock.Visualizers;
public sealed class LockVisualizerSystem : VisualizerSystem<LockVisualsComponent>
{
[Dependency] private readonly SpriteSystem _sprite = default!;
protected override void OnAppearanceChange(EntityUid uid, LockVisualsComponent comp, ref AppearanceChangeEvent args)
{
if (args.Sprite == null
@@ -20,14 +22,14 @@ public sealed class LockVisualizerSystem : VisualizerSystem<LockVisualsComponent
if (AppearanceSystem.TryGetData<bool>(uid, StorageVisuals.Open, out var open, args.Component))
{
args.Sprite.LayerSetVisible(LockVisualLayers.Lock, !open);
_sprite.LayerSetVisible((uid, args.Sprite), LockVisualLayers.Lock, !open);
}
else if (!(bool) unlockedStateExist!)
args.Sprite.LayerSetVisible(LockVisualLayers.Lock, locked);
else if (!(bool)unlockedStateExist!)
_sprite.LayerSetVisible((uid, args.Sprite), LockVisualLayers.Lock, locked);
if (!open && (bool) unlockedStateExist!)
if (!open && (bool)unlockedStateExist!)
{
args.Sprite.LayerSetState(LockVisualLayers.Lock, locked ? comp.StateLocked : comp.StateUnlocked);
_sprite.LayerSetRsiState((uid, args.Sprite), LockVisualLayers.Lock, locked ? comp.StateLocked : comp.StateUnlocked);
}
}
}