Fix texture crimes (#12900)

This commit is contained in:
metalgearsloth
2022-12-06 14:35:44 +11:00
committed by GitHub
parent 16111b0668
commit d9a26c76e0
5 changed files with 38 additions and 23 deletions

View File

@@ -28,7 +28,6 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
[Dependency] private readonly IOverlayManager _overlayManager = default!;
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly IResourceCache _cache = default!;
[Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly AnimationPlayerSystem _animation = default!;
[Dependency] private readonly InputSystem _inputSystem = default!;
@@ -39,7 +38,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
{
base.Initialize();
InitializeEffect();
_overlayManager.AddOverlay(new MeleeWindupOverlay(EntityManager, _timing, _player, _protoManager, _cache));
_overlayManager.AddOverlay(new MeleeWindupOverlay(EntityManager, _timing, _player, _protoManager));
SubscribeAllEvent<DamageEffectEvent>(OnDamageEffect);
SubscribeNetworkEvent<MeleeLungeEvent>(OnMeleeLunge);
}

View File

@@ -1,13 +1,11 @@
using Content.Client.DoAfter;
using Content.Client.Resources;
using Content.Shared.Weapons.Melee;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Client.ResourceManagement;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Client.Weapons.Melee;
@@ -24,14 +22,15 @@ public sealed class MeleeWindupOverlay : Overlay
private readonly Texture _texture;
private readonly ShaderInstance _shader;
public MeleeWindupOverlay(IEntityManager entManager, IGameTiming timing, IPlayerManager playerManager, IPrototypeManager protoManager, IResourceCache cache)
public MeleeWindupOverlay(IEntityManager entManager, IGameTiming timing, IPlayerManager playerManager, IPrototypeManager protoManager)
{
_entManager = entManager;
_timing = timing;
_player = playerManager;
_melee = _entManager.EntitySysManager.GetEntitySystem<SharedMeleeWeaponSystem>();
_transform = _entManager.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
_texture = cache.GetTexture("/Textures/Interface/Misc/progress_bar.rsi/icon.png");
var sprite = new SpriteSpecifier.Rsi(new ResourcePath("/Textures/Interface/Misc/progress_bar.rsi"), "icon");
_texture = _entManager.EntitySysManager.GetEntitySystem<SpriteSystem>().Frame0(sprite);
_shader = protoManager.Index<ShaderPrototype>("unshaded").Instance();
}