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* [Dependency] source generator No more reflection, no more codegen at runtime Also various changes to Roslyn helpers to make this easier to write. Requires all types with dependencies to be partial and not have readonly dependency fields. An analyzer enforces this at warning level, the previous injection strategies have remained in the code *for now* as a fallback. No fallback is available for [field: Dependency] properties, due to a Roslyn bug. Code Fixes exist. We love Roslyn * Apply dependencies generator changes to all code * Release notes * Preprocessor got hands * Handle nullable dependencies These are bad but gotta deal with it. * Apply suggestions from code review Co-authored-by: Moony <moony@hellomouse.net> * Fine, let's not use collection expressions --------- Co-authored-by: Moony <moony@hellomouse.net>
30 lines
1.0 KiB
C#
30 lines
1.0 KiB
C#
using System.Numerics;
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using Robust.Client.GameObjects;
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using Robust.Shared.ComponentTrees;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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namespace Robust.Client.ComponentTrees;
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public sealed partial class SpriteTreeSystem : ComponentTreeSystem<SpriteTreeComponent, SpriteComponent>
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{
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[Dependency] private SpriteSystem _sprite = default!;
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#region Component Tree Overrides
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protected override bool DoFrameUpdate => true;
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protected override bool DoTickUpdate => false;
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protected override bool Recursive => true;
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protected override int InitialCapacity => 1024;
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protected override Box2 ExtractAabb(in ComponentTreeEntry<SpriteComponent> entry, Vector2 pos, Angle rot)
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{
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// TODO SPRITE optimize this
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// Because the just take the BB of the rotated BB, I'm pretty sure we do a lot of unnecessary maths.
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return _sprite.CalculateBounds((entry.Uid, entry.Component), pos, rot, default).CalcBoundingBox();
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}
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#endregion
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}
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