Use EntitySystem dependencies in a bunch of systems.

This commit is contained in:
Vera Aguilera Puerto
2021-07-26 12:58:17 +02:00
parent 4e93340fb0
commit 1033d8bbe5
31 changed files with 130 additions and 130 deletions

View File

@@ -18,6 +18,7 @@ namespace Content.Client.Weapons.Melee
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly EffectSystem _effectSystem = default!;
public override void Initialize()
{
@@ -67,7 +68,6 @@ namespace Content.Client.Weapons.Melee
source.TryGetComponent(out ISpriteComponent? sourceSprite) &&
sourceSprite.BaseRSI?.Path != null)
{
var sys = Get<EffectSystem>();
var curTime = _gameTiming.CurTime;
var effect = new EffectSystemMessage
{
@@ -81,7 +81,8 @@ namespace Content.Client.Weapons.Melee
Born = curTime,
DeathTime = curTime.Add(TimeSpan.FromMilliseconds(300f)),
};
sys.CreateEffect(effect);
_effectSystem.CreateEffect(effect);
}
}

View File

@@ -24,21 +24,12 @@ namespace Content.Client.Weapons.Ranged
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly InputSystem _inputSystem = default!;
[Dependency] private readonly CombatModeSystem _combatModeSystem = default!;
private InputSystem _inputSystem = default!;
private CombatModeSystem _combatModeSystem = default!;
private bool _blocked;
private int _shotCounter;
public override void Initialize()
{
base.Initialize();
IoCManager.InjectDependencies(this);
_inputSystem = Get<InputSystem>();
_combatModeSystem = Get<CombatModeSystem>();
}
public override void Update(float frameTime)
{
base.Update(frameTime);