Cleanup more SpriteComponent warnings (part 6) (#37607)
* 1 warning in MechAssemblyVisualizerSystem * 2 warnings in RecyclerVisualizerSystem * 1 warning in ClusterGrenadeVisualizerSystem * 2 warnings in BarSignSystem * 4 warnings in AlertControl * 1 warning in ToolSystem * 2 warnings in PinpointerSystem * 2 warnings in ClientSpriteMovementSystem * 2 warnings in OptionsVisualizerSystem * 1 warning in FlatpackSystem * 1 warning in ZombieSystem * 1 warning in StackSystem * 1 warning in MiningOverlay * 1 warning in FlippableClothingVisualizerSystem * Guard clause for MechAssemblyVisualizerSystem * Get SpriteSystem in AlertControl constructor
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@@ -12,6 +12,7 @@ namespace Content.Client.Stack
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{
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[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly ItemCounterSystem _counterSystem = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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public override void Initialize()
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{
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@@ -37,7 +38,7 @@ namespace Content.Client.Stack
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for (var i = 0; i < sprite.AllLayers.Count(); i++)
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{
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sprite.LayerSetColor(i, color);
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_sprite.LayerSetColor((uid, sprite), i, color);
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}
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}
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@@ -107,7 +108,7 @@ namespace Content.Client.Stack
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/// <param name="maxCount">The maximum possible number of items in the stack. Will be set to the number of selectable layers.</param>
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private static void ApplyThreshold(StackLayerThresholdComponent comp, ref int actual, ref int maxCount)
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{
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// We must stop before we run out of thresholds or layers, whichever's smaller.
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// We must stop before we run out of thresholds or layers, whichever's smaller.
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maxCount = Math.Min(comp.Thresholds.Count + 1, maxCount);
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var newActual = 0;
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foreach (var threshold in comp.Thresholds)
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