Use EntitySystem dependencies in a bunch of systems.

This commit is contained in:
Vera Aguilera Puerto
2021-07-26 12:58:17 +02:00
parent 4e93340fb0
commit 1033d8bbe5
31 changed files with 130 additions and 130 deletions

View File

@@ -4,6 +4,7 @@ using Content.Shared.Notification.Managers;
using Content.Shared.Physics;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Physics;
@@ -17,6 +18,8 @@ namespace Content.Shared.Interaction
[UsedImplicitly]
public class SharedInteractionSystem : EntitySystem
{
[Dependency] private readonly SharedBroadphaseSystem _sharedBroadphaseSystem = default!;
public const float InteractionRange = 2;
public const float InteractionRangeSquared = InteractionRange * InteractionRange;
@@ -46,7 +49,7 @@ namespace Content.Shared.Interaction
predicate ??= _ => false;
var ray = new CollisionRay(origin.Position, dir.Normalized, collisionMask);
var rayResults = Get<SharedBroadphaseSystem>().IntersectRayWithPredicate(origin.MapId, ray, dir.Length, predicate.Invoke, false).ToList();
var rayResults = _sharedBroadphaseSystem.IntersectRayWithPredicate(origin.MapId, ray, dir.Length, predicate.Invoke, false).ToList();
if (rayResults.Count == 0) return dir.Length;
return (rayResults[0].HitPos - origin.Position).Length;
@@ -122,7 +125,7 @@ namespace Content.Shared.Interaction
predicate ??= _ => false;
var ray = new CollisionRay(origin.Position, dir.Normalized, (int) collisionMask);
var rayResults = Get<SharedBroadphaseSystem>().IntersectRayWithPredicate(origin.MapId, ray, dir.Length, predicate.Invoke, false).ToList();
var rayResults = _sharedBroadphaseSystem.IntersectRayWithPredicate(origin.MapId, ray, dir.Length, predicate.Invoke, false).ToList();
if (rayResults.Count == 0) return true;