Enable nullability in Content.Client (#3257)
* Enable nullability in Content.Client * Remove #nullable enable * Merge fixes * Remove Debug.Assert * Merge fixes * Fix build * Fix build
This commit is contained in:
@@ -25,7 +25,7 @@ namespace Content.Client.GameObjects.Components.Weapons
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}
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var playerManager = IoCManager.Resolve<IPlayerManager>();
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if (playerManager?.LocalPlayer != null && playerManager.LocalPlayer.ControlledEntity != Owner)
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if (playerManager.LocalPlayer != null && playerManager.LocalPlayer.ControlledEntity != Owner)
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{
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return;
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}
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@@ -11,10 +11,10 @@ namespace Content.Client.GameObjects.Components.Weapons.Melee
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{
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public override string Name => "MeleeWeaponArcAnimation";
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private MeleeWeaponAnimationPrototype _meleeWeaponAnimation;
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private MeleeWeaponAnimationPrototype? _meleeWeaponAnimation;
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private float _timer;
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private SpriteComponent _sprite;
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private SpriteComponent? _sprite;
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private Angle _baseAngle;
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public override void Initialize()
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@@ -27,7 +27,7 @@ namespace Content.Client.GameObjects.Components.Weapons.Melee
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public void SetData(MeleeWeaponAnimationPrototype prototype, Angle baseAngle, IEntity attacker, bool followAttacker = true)
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{
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_meleeWeaponAnimation = prototype;
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_sprite.AddLayer(new RSI.StateId(prototype.State));
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_sprite?.AddLayer(new RSI.StateId(prototype.State));
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_baseAngle = baseAngle;
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if(followAttacker)
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Owner.Transform.AttachParent(attacker);
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@@ -44,7 +44,11 @@ namespace Content.Client.GameObjects.Components.Weapons.Melee
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var (r, g, b, a) =
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Vector4.Clamp(_meleeWeaponAnimation.Color + _meleeWeaponAnimation.ColorDelta * _timer, Vector4.Zero, Vector4.One);
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_sprite.Color = new Color(r, g, b, a);
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if (_sprite != null)
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{
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_sprite.Color = new Color(r, g, b, a);
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}
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switch (_meleeWeaponAnimation.ArcType)
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{
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@@ -56,7 +60,11 @@ namespace Content.Client.GameObjects.Components.Weapons.Melee
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case WeaponArcType.Poke:
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Owner.Transform.WorldRotation = _baseAngle;
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_sprite.Offset -= (0, _meleeWeaponAnimation.Speed * frameTime);
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if (_sprite != null)
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{
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_sprite.Offset -= (0, _meleeWeaponAnimation.Speed * frameTime);
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}
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break;
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}
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@@ -17,7 +17,7 @@ namespace Content.Client.GameObjects.Components.Weapons.Ranged.Barrels
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public override string Name => "BatteryBarrel";
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public override uint? NetID => ContentNetIDs.BATTERY_BARREL;
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private StatusControl _statusControl;
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private StatusControl? _statusControl;
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/// <summary>
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/// Count of bullets in the magazine.
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@@ -28,7 +28,7 @@ namespace Content.Client.GameObjects.Components.Weapons.Ranged.Barrels
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[ViewVariables]
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public (int count, int max)? MagazineCount { get; private set; }
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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@@ -18,7 +18,7 @@ namespace Content.Client.GameObjects.Components.Weapons.Ranged.Barrels
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public override string Name => "BoltActionBarrel";
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public override uint? NetID => ContentNetIDs.BOLTACTION_BARREL;
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private StatusControl _statusControl;
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private StatusControl? _statusControl;
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/// <summary>
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/// chambered is true when a bullet is chambered
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@@ -36,7 +36,7 @@ namespace Content.Client.GameObjects.Components.Weapons.Ranged.Barrels
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[ViewVariables]
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public (int count, int max)? MagazineCount { get; private set; }
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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@@ -36,11 +36,11 @@ namespace Content.Client.GameObjects.Components.Weapons.Ranged.Barrels
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(Color.Red, 0.1f),
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new AnimationTrackProperty.KeyFrame(null, 0.3f),
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new AnimationTrackProperty.KeyFrame(null!, 0.3f),
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new AnimationTrackProperty.KeyFrame(Color.Red, 0.2f),
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new AnimationTrackProperty.KeyFrame(null, 0.3f),
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new AnimationTrackProperty.KeyFrame(null!, 0.3f),
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new AnimationTrackProperty.KeyFrame(Color.Red, 0.2f),
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new AnimationTrackProperty.KeyFrame(null, 0.3f),
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new AnimationTrackProperty.KeyFrame(null!, 0.3f),
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}
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}
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}
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@@ -59,11 +59,11 @@ namespace Content.Client.GameObjects.Components.Weapons.Ranged.Barrels
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(Color.Red, 0.0f),
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new AnimationTrackProperty.KeyFrame(null, 0.15f),
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new AnimationTrackProperty.KeyFrame(null!, 0.15f),
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new AnimationTrackProperty.KeyFrame(Color.Red, 0.15f),
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new AnimationTrackProperty.KeyFrame(null, 0.15f),
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new AnimationTrackProperty.KeyFrame(null!, 0.15f),
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new AnimationTrackProperty.KeyFrame(Color.Red, 0.15f),
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new AnimationTrackProperty.KeyFrame(null, 0.15f),
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new AnimationTrackProperty.KeyFrame(null!, 0.15f),
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}
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}
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}
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@@ -72,7 +72,7 @@ namespace Content.Client.GameObjects.Components.Weapons.Ranged.Barrels
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public override string Name => "MagazineBarrel";
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public override uint? NetID => ContentNetIDs.MAGAZINE_BARREL;
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private StatusControl _statusControl;
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private StatusControl? _statusControl;
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/// <summary>
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/// True if a bullet is chambered.
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@@ -91,7 +91,7 @@ namespace Content.Client.GameObjects.Components.Weapons.Ranged.Barrels
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[ViewVariables(VVAccess.ReadWrite)] [DataField("lmg_alarm_animation")] private bool _isLmgAlarmAnimation = default;
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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@@ -103,7 +103,7 @@ namespace Content.Client.GameObjects.Components.Weapons.Ranged.Barrels
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_statusControl?.Update();
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}
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public override void HandleNetworkMessage(ComponentMessage message, INetChannel channel, ICommonSession session = null)
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public override void HandleNetworkMessage(ComponentMessage message, INetChannel channel, ICommonSession? session = null)
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{
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base.HandleNetworkMessage(message, channel, session);
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@@ -18,7 +18,7 @@ namespace Content.Client.GameObjects.Components.Weapons.Ranged.Barrels
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public override string Name => "PumpBarrel";
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public override uint? NetID => ContentNetIDs.PUMP_BARREL;
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private StatusControl _statusControl;
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private StatusControl? _statusControl;
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/// <summary>
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/// chambered is true when a bullet is chambered
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@@ -36,7 +36,7 @@ namespace Content.Client.GameObjects.Components.Weapons.Ranged.Barrels
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[ViewVariables]
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public (int count, int max)? MagazineCount { get; private set; }
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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@@ -16,7 +16,7 @@ namespace Content.Client.GameObjects.Components.Weapons.Ranged.Barrels
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public override string Name => "RevolverBarrel";
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public override uint? NetID => ContentNetIDs.REVOLVER_BARREL;
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private StatusControl _statusControl;
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private StatusControl? _statusControl;
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/// <summary>
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/// A array that lists the bullet states
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@@ -25,12 +25,12 @@ namespace Content.Client.GameObjects.Components.Weapons.Ranged.Barrels
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/// null means no bullet
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/// </summary>
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[ViewVariables]
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public bool?[] Bullets { get; private set; }
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public bool?[] Bullets { get; private set; } = new bool?[0];
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[ViewVariables]
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public int CurrentSlot { get; private set; }
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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@@ -4,8 +4,6 @@ using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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namespace Content.Client.GameObjects.Components.Weapons.Ranged.Barrels.Visualizers
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{
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@@ -14,7 +12,7 @@ namespace Content.Client.GameObjects.Components.Weapons.Ranged.Barrels.Visualize
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{
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private bool _magLoaded;
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[DataField("magState")]
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private string _magState;
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private string? _magState;
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[DataField("steps")]
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private int _magSteps;
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[DataField("zeroVisible")]
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@@ -20,7 +20,7 @@ namespace Content.Client.GameObjects.Components.Weapons.Ranged
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{
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public FireRateSelector FireRateSelector { get; private set; } = FireRateSelector.Safety;
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState is not RangedWeaponComponentState rangedState)
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