Fixes obsolete Transform warnings in Content. (#25256)
* Fix TransformComponent.MapPosition warnings in Content.Client * Fix TransformComponent.MapPosition warnings in Content.IntegrationTests * Fix TransformComponent.MapPosition warnings in Content.Shared * Fix TransformComponent.MapPosition warnings in Content.Server * Fix TransformComponent.WorldPosition warnings in Content.Shared * Fix TransformComponent.WorldPosition warnings in Content.Client Excepts ClickableComponent b/c that needs to be ECS'd entirely later * Fix TransformComponent.WorldPosition warnings in Content.Server * Fix TransformComponent.WorldRotation warnings in Content.* * Fix TransformComponent.MapPosition warnings I missed * Fix TransformComponent.WorldMatrix warnings in Content.* * Fix TransformComponent.InvWorldMatrix warnings in Content.* * Fix TransformComponent.GetWorldPositionRotationMatrixWithInv warnings in Content.* * Fix TransformComponent.GetWorldPositionRotationMatrix warnings in Content.* * Fix TransformComponent.GetWorldPositionRotation warnings in Content.* * Fix TransformComponent.Anchored.set warnings in Content.* * Fix TransformComponent.Coordinates.set warnings in Content.* * Fix TransformComponent.LocalPosition.set warnings in Content.* * Fix TransformComponent.AttachToGridOrMap warnings in Content.* * Fix TransformComponent.AttachParent warnings in Content.* * Preempt TransformComponent.LocalRotation.set warnings in Content.Shared * Preempt TransformComponent.LocalRotation.set warnings in Content.Client * Preempt TransformComponent.LocalRotation.set warnings in Content.IntegrationTests * Preempt TransformComponent.LocalRotation.set warnings in Content.Server * Fix/Preempt the remaining obsolete TransformComponent properties/methods in Content.* * ECS ClickableComponent * Fix obsolete SharedTransformSystem methods in Content.* * Fix ExplosionOverlay `SharedTransformSystem` dependency * Maybe fix null eye position breaking tests * MGS requested changes
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@@ -14,6 +14,7 @@ namespace Content.Client.Radiation.Overlays
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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private SharedTransformSystem? _xformSystem = null;
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private const float MaxDist = 15.0f;
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@@ -72,7 +73,9 @@ namespace Content.Client.Radiation.Overlays
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//Queries all pulses on the map and either adds or removes them from the list of rendered pulses based on whether they should be drawn (in range? on the same z-level/map? pulse entity still exists?)
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private void RadiationQuery(IEye? currentEye)
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{
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if (currentEye == null)
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_xformSystem ??= _entityManager.SystemOrNull<SharedTransformSystem>();
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if (_xformSystem is null || currentEye is null)
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{
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_pulses.Clear();
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return;
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@@ -91,7 +94,7 @@ namespace Content.Client.Radiation.Overlays
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(
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_baseShader.Duplicate(),
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new RadiationShaderInstance(
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_entityManager.GetComponent<TransformComponent>(pulseEntity).MapPosition,
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_xformSystem.GetMapCoordinates(pulseEntity),
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pulse.VisualRange,
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pulse.StartTime,
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pulse.VisualDuration
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@@ -109,7 +112,7 @@ namespace Content.Client.Radiation.Overlays
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_entityManager.TryGetComponent(pulseEntity, out RadiationPulseComponent? pulse))
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{
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var shaderInstance = _pulses[pulseEntity];
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shaderInstance.instance.CurrentMapCoords = _entityManager.GetComponent<TransformComponent>(pulseEntity).MapPosition;
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shaderInstance.instance.CurrentMapCoords = _xformSystem.GetMapCoordinates(pulseEntity);
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shaderInstance.instance.Range = pulse.VisualRange;
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} else {
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_pulses[pulseEntity].shd.Dispose();
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