HandsSystem Refactor (#38438)
* checkpoint * pt 2 * pt... i forgot * pt 4 * patch * More test fixes * optimization!!! * the REAL hand system * fix RetractableItemActionSystem.cs oversight * the review * test * remove test usage of body prototype * Update Content.IntegrationTests/Tests/Interaction/InteractionTest.cs Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * hellcode * hellcode 2 * Minor cleanup * test * Chasing the last of the bugs * changes --------- Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
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@@ -293,9 +293,9 @@ namespace Content.IntegrationTests.Tests.Buckle
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Assert.That(buckle.Buckled);
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// With items in all hands
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foreach (var hand in hands.Hands.Values)
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foreach (var hand in hands.Hands.Keys)
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{
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Assert.That(hand.HeldEntity, Is.Not.Null);
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Assert.That(handsSys.GetHeldItem((human, hands), hand), Is.Not.Null);
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}
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var bodySystem = entityManager.System<BodySystem>();
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@@ -316,9 +316,9 @@ namespace Content.IntegrationTests.Tests.Buckle
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Assert.That(buckle.Buckled);
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// Now with no item in any hand
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foreach (var hand in hands.Hands.Values)
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foreach (var hand in hands.Hands.Keys)
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{
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Assert.That(hand.HeldEntity, Is.Null);
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Assert.That(handsSys.GetHeldItem((human, hands), hand), Is.Null);
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}
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buckleSystem.Unbuckle(human, human);
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