Cleanup warnings in RandomArtifactSpriteSystem (#37418)
Cleanup warnings in RandomArtifactSpriteSystem
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@@ -5,6 +5,8 @@ namespace Content.Client.Xenoarchaeology.XenoArtifacts;
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public sealed class RandomArtifactSpriteSystem : VisualizerSystem<RandomArtifactSpriteComponent>
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{
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[Dependency] private readonly SpriteSystem _sprite = default!;
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protected override void OnAppearanceChange(EntityUid uid, RandomArtifactSpriteComponent component, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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@@ -23,24 +25,24 @@ public sealed class RandomArtifactSpriteSystem : VisualizerSystem<RandomArtifact
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var spritePrefix = isUnlocking ? "_on" : "";
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// layered artifact sprite
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if (args.Sprite.LayerMapTryGet(ArtifactsVisualLayers.UnlockingEffect, out var layer))
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if (_sprite.LayerMapTryGet((uid, args.Sprite), ArtifactsVisualLayers.UnlockingEffect, out var layer, false))
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{
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var spriteState = "ano" + spriteIndexStr;
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args.Sprite.LayerSetState(ArtifactsVisualLayers.Base, spriteState);
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args.Sprite.LayerSetState(layer, spriteState + "_on");
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args.Sprite.LayerSetVisible(layer, isUnlocking);
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_sprite.LayerSetRsiState((uid, args.Sprite), ArtifactsVisualLayers.Base, spriteState);
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_sprite.LayerSetRsiState((uid, args.Sprite), layer, spriteState + "_on");
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_sprite.LayerSetVisible((uid, args.Sprite), layer, isUnlocking);
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if (args.Sprite.LayerMapTryGet(ArtifactsVisualLayers.ActivationEffect, out var activationEffectLayer))
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if (_sprite.LayerMapTryGet((uid, args.Sprite), ArtifactsVisualLayers.ActivationEffect, out var activationEffectLayer, false))
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{
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args.Sprite.LayerSetState(activationEffectLayer, "artifact-activation");
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args.Sprite.LayerSetVisible(activationEffectLayer, isActivated);
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_sprite.LayerSetRsiState((uid, args.Sprite), activationEffectLayer, "artifact-activation");
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_sprite.LayerSetVisible((uid, args.Sprite), activationEffectLayer, isActivated);
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}
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}
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// non-layered
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else
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{
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var spriteState = "ano" + spriteIndexStr + spritePrefix;
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args.Sprite.LayerSetState(ArtifactsVisualLayers.Base, spriteState);
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_sprite.LayerSetRsiState((uid, args.Sprite), ArtifactsVisualLayers.Base, spriteState);
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}
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}
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}
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