Fix namespaces and optimize imports (#1651)

* Fix namespaces and optimize imports

* Cleanup fixes

* Merge conflict fixes

* Merge conflict fixes

* Merge conflict fixes
This commit is contained in:
DrSmugleaf
2020-08-13 14:40:27 +02:00
committed by GitHub
parent 05a76d55f7
commit 4a8ed41e3a
500 changed files with 1044 additions and 1557 deletions

View File

@@ -3,13 +3,13 @@ using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components;
using Content.Server.GameObjects.Components.Damage;
using JetBrains.Annotations;
using Robust.Server.Interfaces.Timing;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.IoC;
namespace Content.Server.GameObjects.EntitySystems
namespace Content.Server.GameObjects.EntitySystems.DoAfter
{
[UsedImplicitly]
public sealed class DoAfterSystem : EntitySystem
@@ -19,18 +19,18 @@ namespace Content.Server.GameObjects.EntitySystems
public override void Update(float frameTime)
{
base.Update(frameTime);
foreach (var comp in ComponentManager.EntityQuery<DoAfterComponent>())
{
if (_pauseManager.IsGridPaused(comp.Owner.Transform.GridID)) continue;
var cancelled = new List<DoAfter>(0);
var finished = new List<DoAfter>(0);
foreach (var doAfter in comp.DoAfters)
{
doAfter.Run(frameTime);
switch (doAfter.Status)
{
case DoAfterStatus.Running:
@@ -59,7 +59,7 @@ namespace Content.Server.GameObjects.EntitySystems
finished.Clear();
}
}
/// <summary>
/// Tasks that are delayed until the specified time has passed
/// These can be potentially cancelled by the user moving or when other things happen.
@@ -74,7 +74,7 @@ namespace Content.Server.GameObjects.EntitySystems
var doAfterComponent = eventArgs.User.GetComponent<DoAfterComponent>();
doAfterComponent.Add(doAfter);
DamageableComponent? damageableComponent = null;
// TODO: If the component's deleted this may not get unsubscribed?
if (eventArgs.BreakOnDamage && eventArgs.User.TryGetComponent(out damageableComponent))
{
@@ -82,12 +82,12 @@ namespace Content.Server.GameObjects.EntitySystems
}
await doAfter.AsTask;
if (damageableComponent != null)
{
damageableComponent.Damaged -= doAfter.HandleDamage;
}
return doAfter.Status;
}
}
@@ -98,4 +98,4 @@ namespace Content.Server.GameObjects.EntitySystems
Cancelled,
Finished,
}
}
}