Inline UID
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@@ -40,7 +40,7 @@ namespace Content.Client.Disposal.Systems
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{
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if (component.Deleted) return true;
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(component.Owner.Uid, out ClientUserInterfaceComponent? userInterface)) return true;
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(component.Owner, out ClientUserInterfaceComponent? userInterface)) return true;
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var state = component.UiState;
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if (state == null) return true;
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@@ -53,7 +53,7 @@ namespace Content.Client.Disposal.UI
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Window?.UpdateState(cast);
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// Kinda icky but we just want client to handle its own lerping and not flood bandwidth for it.
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(Owner.Owner.Uid, out DisposalUnitComponent? component)) return;
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(Owner.Owner, out DisposalUnitComponent? component)) return;
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component.UiState = cast;
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EntitySystem.Get<DisposalUnitSystem>().UpdateActive(component, true);
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@@ -89,7 +89,7 @@ namespace Content.Client.Disposal.Visualizers
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case VisualState.Flushing:
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sprite.LayerSetState(DisposalUnitVisualLayers.Base, _stateAnchored);
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var animPlayer = IoCManager.Resolve<IEntityManager>().GetComponent<AnimationPlayerComponent>(appearance.Owner.Uid);
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var animPlayer = IoCManager.Resolve<IEntityManager>().GetComponent<AnimationPlayerComponent>(appearance.Owner);
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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@@ -47,9 +47,9 @@ namespace Content.Client.Disposal.Visualizers
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{
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appearance.Owner.EnsureComponent<SubFloorHideComponent>();
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}
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else if (IoCManager.Resolve<IEntityManager>().HasComponent<SubFloorHideComponent>(appearance.Owner.Uid))
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else if (IoCManager.Resolve<IEntityManager>().HasComponent<SubFloorHideComponent>(appearance.Owner))
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{
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IoCManager.Resolve<IEntityManager>().RemoveComponent<SubFloorHideComponent>(appearance.Owner.Uid);
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IoCManager.Resolve<IEntityManager>().RemoveComponent<SubFloorHideComponent>(appearance.Owner);
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}
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}
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