public sealed class LatheSystem : SharedLatheSystem
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
+ [Dependency] private readonly SpriteSystem _sprite = default!;
public override void Initialize()
{
// Lathe specific stuff
if (_appearance.TryGetData<bool>(uid, LatheVisuals.IsRunning, out var isRunning, args.Component))
{
- if (args.Sprite.LayerMapTryGet(LatheVisualLayers.IsRunning, out var runningLayer) &&
+ if (_sprite.LayerMapTryGet((uid, args.Sprite), LatheVisualLayers.IsRunning, out var runningLayer, false) &&
component.RunningState != null &&
component.IdleState != null)
{
var state = isRunning ? component.RunningState : component.IdleState;
- args.Sprite.LayerSetState(runningLayer, state);
+ _sprite.LayerSetRsiState((uid, args.Sprite), runningLayer, state);
}
}
if (_appearance.TryGetData<bool>(uid, PowerDeviceVisuals.Powered, out var powered, args.Component) &&
- args.Sprite.LayerMapTryGet(PowerDeviceVisualLayers.Powered, out var powerLayer))
+ _sprite.LayerMapTryGet((uid, args.Sprite), PowerDeviceVisualLayers.Powered, out var powerLayer, false))
{
- args.Sprite.LayerSetVisible(powerLayer, powered);
+ _sprite.LayerSetVisible((uid, args.Sprite), powerLayer, powered);
if (component.UnlitIdleState != null &&
component.UnlitRunningState != null)
{
var state = isRunning ? component.UnlitRunningState : component.UnlitIdleState;
- args.Sprite.LayerSetState(powerLayer, state);
+ _sprite.LayerSetRsiState((uid, args.Sprite), powerLayer, state);
}
}
}