Cleanup warnings in `ClientClothingSystem` (#37384)
Cleanup warnings in ClientClothingSystem
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@ -52,6 +52,7 @@ public sealed class ClientClothingSystem : ClothingSystem
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[Dependency] private readonly IResourceCache _cache = default!;
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly DisplacementMapSystem _displacement = 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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@ -74,10 +75,10 @@ public sealed class ClientClothingSystem : ClothingSystem
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UpdateAllSlots(uid, component);
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// No clothing equipped -> make sure the layer is hidden, though this should already be handled by on-unequip.
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if (args.Sprite.LayerMapTryGet(HumanoidVisualLayers.StencilMask, out var layer))
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if (_sprite.LayerMapTryGet((uid, args.Sprite), HumanoidVisualLayers.StencilMask, out var layer, false))
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{
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DebugTools.Assert(!args.Sprite[layer].Visible);
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args.Sprite.LayerSetVisible(layer, false);
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_sprite.LayerSetVisible((uid, args.Sprite), layer, false);
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}
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}
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@ -192,9 +193,9 @@ public sealed class ClientClothingSystem : ClothingSystem
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RenderEquipment(uid, item, clothing.InSlot, component, null, clothing);
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}
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private void OnDidUnequip(EntityUid uid, SpriteComponent component, DidUnequipEvent args)
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private void OnDidUnequip(Entity<SpriteComponent> entity, ref DidUnequipEvent args)
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{
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if (!TryComp(uid, out InventorySlotsComponent? inventorySlots))
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if (!TryComp(entity, out InventorySlotsComponent? inventorySlots))
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return;
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if (!inventorySlots.VisualLayerKeys.TryGetValue(args.Slot, out var revealedLayers))
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@ -204,7 +205,7 @@ public sealed class ClientClothingSystem : ClothingSystem
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// may eventually bloat the player with lots of invisible layers.
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foreach (var layer in revealedLayers)
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{
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component.RemoveLayer(layer);
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_sprite.RemoveLayer(entity.AsNullable(), layer);
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}
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revealedLayers.Clear();
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}
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@ -247,7 +248,7 @@ public sealed class ClientClothingSystem : ClothingSystem
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{
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foreach (var key in revealedLayers)
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{
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sprite.RemoveLayer(key);
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_sprite.RemoveLayer((equipee, sprite), key);
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}
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revealedLayers.Clear();
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}
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@ -268,7 +269,7 @@ public sealed class ClientClothingSystem : ClothingSystem
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// temporary, until layer draw depths get added. Basically: a layer with the key "slot" is being used as a
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// bookmark to determine where in the list of layers we should insert the clothing layers.
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bool slotLayerExists = sprite.LayerMapTryGet(slot, out var index);
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var slotLayerExists = _sprite.LayerMapTryGet((equipee, sprite), slot, out var index, false);
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// Select displacement maps
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var displacementData = inventory.Displacements.GetValueOrDefault(slot); //Default unsexed map
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@ -302,16 +303,16 @@ public sealed class ClientClothingSystem : ClothingSystem
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{
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index++;
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// note that every insertion requires reshuffling & remapping all the existing layers.
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sprite.AddBlankLayer(index);
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sprite.LayerMapSet(key, index);
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_sprite.AddBlankLayer((equipee, sprite), index);
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_sprite.LayerMapSet((equipee, sprite), key, index);
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if (layerData.Color != null)
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sprite.LayerSetColor(key, layerData.Color.Value);
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_sprite.LayerSetColor((equipee, sprite), key, layerData.Color.Value);
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if (layerData.Scale != null)
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sprite.LayerSetScale(key, layerData.Scale.Value);
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_sprite.LayerSetScale((equipee, sprite), key, layerData.Scale.Value);
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}
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else
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index = sprite.LayerMapReserveBlank(key);
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index = _sprite.LayerMapReserve((equipee, sprite), key);
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if (sprite[index] is not Layer layer)
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continue;
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@ -322,11 +323,11 @@ public sealed class ClientClothingSystem : ClothingSystem
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&& layer.RSI == null
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&& TryComp(equipment, out SpriteComponent? clothingSprite))
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{
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layer.SetRsi(clothingSprite.BaseRSI);
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_sprite.LayerSetRsi(layer, clothingSprite.BaseRSI);
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}
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sprite.LayerSetData(index, layerData);
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layer.Offset += slotDef.Offset;
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_sprite.LayerSetData((equipee, sprite), index, layerData);
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_sprite.LayerSetOffset(layer, layer.Offset + slotDef.Offset);
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if (displacementData is not null)
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{
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