Cleanup redundant SpriteSystem dependencies in VisualizerSystems (#37758)

Cleanup redundant SpriteSystem dependencies in VisualizerSystems
This commit is contained in:
Tayrtahn
2025-05-23 14:12:20 -04:00
committed by GitHub
parent f3f655a8f9
commit bd6645b021
29 changed files with 193 additions and 239 deletions

View File

@@ -8,8 +8,6 @@ namespace Content.Client.Shuttles;
/// </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>
@@ -19,7 +17,7 @@ public sealed class ThrusterSystem : VisualizerSystem<ThrusterComponent>
|| !AppearanceSystem.TryGetData<bool>(uid, ThrusterVisualState.State, out var state, args.Component))
return;
_sprite.LayerSetVisible((uid, args.Sprite), ThrusterVisualLayers.ThrustOn, state);
SpriteSystem.LayerSetVisible((uid, args.Sprite), ThrusterVisualLayers.ThrustOn, state);
SetThrusting(
uid,
state && AppearanceSystem.TryGetData<bool>(uid, ThrusterVisualState.Thrusting, out var thrusting, args.Component) && thrusting,
@@ -32,14 +30,14 @@ public sealed class ThrusterSystem : VisualizerSystem<ThrusterComponent>
/// </summary>
private void SetThrusting(EntityUid uid, bool value, SpriteComponent sprite)
{
if (_sprite.LayerMapTryGet((uid, sprite), ThrusterVisualLayers.Thrusting, out var thrustingLayer, false))
if (SpriteSystem.LayerMapTryGet((uid, sprite), ThrusterVisualLayers.Thrusting, out var thrustingLayer, false))
{
_sprite.LayerSetVisible((uid, sprite), thrustingLayer, value);
SpriteSystem.LayerSetVisible((uid, sprite), thrustingLayer, value);
}
if (_sprite.LayerMapTryGet((uid, sprite), ThrusterVisualLayers.ThrustingUnshaded, out var unshadedLayer, false))
if (SpriteSystem.LayerMapTryGet((uid, sprite), ThrusterVisualLayers.ThrustingUnshaded, out var unshadedLayer, false))
{
_sprite.LayerSetVisible((uid, sprite), unshadedLayer, value);
SpriteSystem.LayerSetVisible((uid, sprite), unshadedLayer, value);
}
}
}