Remove redundant TryGetComponent call in buckle initialize (#3164)

This commit is contained in:
DrSmugleaf
2021-02-12 13:04:19 +01:00
committed by GitHub
parent 3a372c1b1c
commit 6eb0dd4f50
3 changed files with 24 additions and 28 deletions

View File

@@ -17,8 +17,11 @@ namespace Content.Shared.GameObjects.Components.Buckle
public sealed override string Name => "Buckle";
public sealed override uint? NetID => ContentNetIDs.BUCKLE;
[ComponentDependency] protected readonly IPhysicsComponent? Physics;
/// <summary>
/// The range from which this entity can buckle to a <see cref="StrapComponent"/>.
/// The range from which this entity can buckle to a <see cref="SharedStrapComponent"/>.
/// </summary>
[ViewVariables]
public float Range { get; protected set; }
@@ -26,20 +29,22 @@ namespace Content.Shared.GameObjects.Components.Buckle
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataReadWriteFunction("range", SharedInteractionSystem.InteractionRange / 1.4f, value => Range = value, () => Range);
serializer.DataField(this, x => x.Range, "range", SharedInteractionSystem.InteractionRange / 1.4f);
}
/// <summary>
/// True if the entity is buckled, false otherwise.
/// </summary>
public abstract bool Buckled { get; }
public EntityUid? LastEntityBuckledTo { get; set; }
public bool IsOnStrapEntityThisFrame { get; set; }
public bool DontCollide { get; set; }
public abstract bool TryBuckle(IEntity user, IEntity to);
[ComponentDependency] protected IPhysicsComponent? Body;
public bool DontCollide { get; set; }
public abstract bool TryBuckle(IEntity user, IEntity to);
bool ICollideSpecial.PreventCollide(IPhysBody collidedwith)
{
@@ -56,11 +61,6 @@ namespace Content.Shared.GameObjects.Components.Buckle
{
return !Buckled;
}
public override void Initialize()
{
base.Initialize();
Owner.TryGetComponent(out Body);
}
bool IActionBlocker.CanChangeDirection()
{