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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@@ -267,7 +267,7 @@ public sealed class SuicideCommandTests
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await server.WaitPost(() =>
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{
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var item = entManager.SpawnEntity("SharpTestObject", transformSystem.GetMapCoordinates(player));
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Assert.That(handsSystem.TryPickup(player, item, handsComponent.ActiveHand!));
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Assert.That(handsSystem.TryPickup(player, item, handsComponent.ActiveHandId!));
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entManager.TryGetComponent<ExecutionComponent>(item, out var executionComponent);
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Assert.That(executionComponent, Is.Not.EqualTo(null));
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});
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@@ -342,7 +342,7 @@ public sealed class SuicideCommandTests
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await server.WaitPost(() =>
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{
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var item = entManager.SpawnEntity("MixedDamageTestObject", transformSystem.GetMapCoordinates(player));
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Assert.That(handsSystem.TryPickup(player, item, handsComponent.ActiveHand!));
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Assert.That(handsSystem.TryPickup(player, item, handsComponent.ActiveHandId!));
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entManager.TryGetComponent<ExecutionComponent>(item, out var executionComponent);
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Assert.That(executionComponent, Is.Not.EqualTo(null));
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});
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