Add body part and body manager interfaces (#1939)
* Add body part and body manager interfaces * Merge fixes
This commit is contained in:
@@ -8,7 +8,6 @@ using Content.Server.Body.Network;
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using Content.Server.GameObjects.Components.Metabolism;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces.GameObjects.Components.Interaction;
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using Content.Server.Mobs;
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using Content.Server.Observer;
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using Content.Shared.Body.Part;
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using Content.Shared.Body.Part.Properties.Movement;
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@@ -34,13 +33,14 @@ using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Body
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{
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/// <summary>
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/// Component representing a collection of <see cref="BodyPart"></see>
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/// Component representing a collection of <see cref="IBodyPart"></see>
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/// attached to each other.
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(IDamageableComponent))]
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[ComponentReference(typeof(ISharedBodyManagerComponent))]
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public class BodyManagerComponent : SharedBodyManagerComponent, IBodyPartContainer, IRelayMoveInput
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[ComponentReference(typeof(IBodyManagerComponent))]
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public class BodyManagerComponent : SharedBodyManagerComponent, IBodyPartContainer, IRelayMoveInput, IBodyManagerComponent
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IBodyNetworkFactory _bodyNetworkFactory = default!;
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@@ -48,38 +48,28 @@ namespace Content.Server.GameObjects.Components.Body
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[ViewVariables] private string _presetName = default!;
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private readonly Dictionary<string, BodyPart> _parts = new Dictionary<string, BodyPart>();
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private readonly Dictionary<string, IBodyPart> _parts = new Dictionary<string, IBodyPart>();
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[ViewVariables] private readonly Dictionary<Type, BodyNetwork> _networks = new Dictionary<Type, BodyNetwork>();
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/// <summary>
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/// All <see cref="BodyPart"></see> with <see cref="LegProperty"></see>
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/// All <see cref="IBodyPart"></see> with <see cref="LegProperty"></see>
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/// that are currently affecting move speed, mapped to how big that leg
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/// they're on is.
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/// </summary>
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[ViewVariables]
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private readonly Dictionary<BodyPart, float> _activeLegs = new Dictionary<BodyPart, float>();
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private readonly Dictionary<IBodyPart, float> _activeLegs = new Dictionary<IBodyPart, float>();
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[ViewVariables] public BodyTemplate Template { get; private set; } = default!;
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[ViewVariables] public BodyPreset Preset { get; private set; } = default!;
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/// <summary>
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/// The <see cref="BodyTemplate"/> that this <see cref="BodyManagerComponent"/>
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/// is adhering to.
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/// </summary>
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[ViewVariables]
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public BodyTemplate Template { get; private set; } = default!;
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/// <summary>
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/// The <see cref="BodyPreset"/> that this <see cref="BodyManagerComponent"/>
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/// is adhering to.
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/// </summary>
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[ViewVariables]
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public BodyPreset Preset { get; private set; } = default!;
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/// <summary>
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/// Maps <see cref="BodyTemplate"/> slot name to the <see cref="BodyPart"/>
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/// Maps <see cref="BodyTemplate"/> slot name to the <see cref="IBodyPart"/>
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/// object filling it (if there is one).
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/// </summary>
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[ViewVariables]
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public IReadOnlyDictionary<string, BodyPart> Parts => _parts;
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public IReadOnlyDictionary<string, IBodyPart> Parts => _parts;
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/// <summary>
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/// List of all slots in this body, taken from the keys of
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@@ -171,7 +161,7 @@ namespace Content.Server.GameObjects.Components.Body
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// Add a new BodyPart with the BodyPartPrototype as a baseline to our
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// BodyComponent.
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var addedPart = new BodyPart(newPartData);
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AddBodyPart(addedPart, slotName);
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TryAddPart(slotName, addedPart);
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}
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OnBodyChanged(); // TODO: Duplicate code
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@@ -180,8 +170,8 @@ namespace Content.Server.GameObjects.Components.Body
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/// <summary>
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/// Changes the current <see cref="BodyTemplate"/> to the given
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/// <see cref="BodyTemplate"/>.
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/// Attempts to keep previous <see cref="BodyPart"/> if there is a slot for
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/// them in both <see cref="BodyTemplate"/>.
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/// Attempts to keep previous <see cref="IBodyPart"/> if there is a
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/// slot for them in both <see cref="BodyTemplate"/>.
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/// </summary>
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public void ChangeBodyTemplate(BodyTemplatePrototype newTemplate)
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{
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@@ -280,10 +270,10 @@ namespace Content.Server.GameObjects.Components.Body
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foreach (var (key, value) in _activeLegs)
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{
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if (key.TryGetProperty(out LegProperty legProperty))
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if (key.TryGetProperty(out LegProperty? leg))
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{
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// Speed of a leg = base speed * (1+log1024(leg length))
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speedSum += legProperty.Speed * (1 + (float) Math.Log(value, 1024.0));
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speedSum += leg.Speed * (1 + (float) Math.Log(value, 1024.0));
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}
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}
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@@ -321,11 +311,11 @@ namespace Content.Server.GameObjects.Components.Body
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/// <summary>
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/// Recursively searches for if <see cref="target"/> is connected to
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/// the center. Not efficient (O(n^2)), but most bodies don't have a ton
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/// of <see cref="BodyPart"/>s.
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/// of <see cref="IBodyPart"/>s.
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/// </summary>
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/// <param name="target">The body part to find the center for.</param>
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/// <returns>True if it is connected to the center, false otherwise.</returns>
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private bool ConnectedToCenterPart(BodyPart target)
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private bool ConnectedToCenterPart(IBodyPart target)
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{
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var searchedSlots = new List<string>();
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@@ -335,9 +325,7 @@ namespace Content.Server.GameObjects.Components.Body
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private bool ConnectedToCenterPartRecursion(ICollection<string> searchedSlots, string slotName)
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{
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TryGetBodyPart(slotName, out var part);
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if (part == null)
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if (!TryGetBodyPart(slotName, out var part))
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{
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return false;
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}
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@@ -367,14 +355,14 @@ namespace Content.Server.GameObjects.Components.Body
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}
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/// <summary>
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/// Finds the central <see cref="BodyPart"/>, if any, of this body based on
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/// Finds the central <see cref="IBodyPart"/>, if any, of this body based on
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/// the <see cref="BodyTemplate"/>. For humans, this is the torso.
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/// </summary>
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/// <returns>The <see cref="BodyPart"/> if one exists, null otherwise.</returns>
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private BodyPart? GetCenterBodyPart()
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private IBodyPart? GetCenterBodyPart()
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{
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Parts.TryGetValue(Template.CenterSlot, out var center);
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return center!;
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return center;
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}
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/// <summary>
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@@ -387,29 +375,31 @@ namespace Content.Server.GameObjects.Components.Body
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}
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/// <summary>
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/// Finds the <see cref="BodyPart"/> in the given <see cref="slotName"/> if
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/// Finds the <see cref="IBodyPart"/> in the given <see cref="slotName"/> if
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/// one exists.
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/// </summary>
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/// <param name="slotName">The slot to search in.</param>
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/// <param name="result">The body part in that slot, if any.</param>
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/// <returns>True if found, false otherwise.</returns>
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private bool TryGetBodyPart(string slotName, [NotNullWhen(true)] out BodyPart result)
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private bool TryGetBodyPart(string slotName, [NotNullWhen(true)] out IBodyPart? result)
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{
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return Parts.TryGetValue(slotName, out result!);
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}
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/// <summary>
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/// Finds the slotName that the given <see cref="BodyPart"/> resides in.
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/// Finds the slotName that the given <see cref="IBodyPart"/> resides in.
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/// </summary>
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/// <param name="part">The <see cref="BodyPart"/> to find the slot for.</param>
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/// <param name="part">The <see cref="IBodyPart"/> to find the slot for.</param>
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/// <param name="result">The slot found, if any.</param>
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/// <returns>True if a slot was found, false otherwise</returns>
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private bool TryGetSlotName(BodyPart part, [NotNullWhen(true)] out string result)
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private bool TryGetSlotName(IBodyPart part, [NotNullWhen(true)] out string result)
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{
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// We enforce that there is only one of each value in the dictionary,
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// so we can iterate through the dictionary values to get the key from there.
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result = Parts.FirstOrDefault(x => x.Value == part).Key;
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return result != null;
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var pair = Parts.FirstOrDefault(x => x.Value == part);
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result = pair.Key;
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return !pair.Equals(default);
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}
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/// <summary>
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@@ -448,7 +438,7 @@ namespace Content.Server.GameObjects.Components.Body
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/// True if successful, false if there was an error or no connected
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/// <see cref="BodyPart"/>s were found.
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/// </returns>
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public bool TryGetBodyPartConnections(string slotName, [NotNullWhen(true)] out List<BodyPart> result)
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public bool TryGetBodyPartConnections(string slotName, [NotNullWhen(true)] out List<IBodyPart> result)
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{
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result = null!;
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@@ -457,7 +447,7 @@ namespace Content.Server.GameObjects.Components.Body
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return false;
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}
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var toReturn = new List<BodyPart>();
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var toReturn = new List<IBodyPart>();
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foreach (var connection in connections)
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{
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if (TryGetBodyPart(connection, out var bodyPartResult))
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@@ -481,9 +471,9 @@ namespace Content.Server.GameObjects.Components.Body
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/// </summary>
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/// <returns>
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/// True if successful, false if there was an error or no connected
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/// <see cref="BodyPart"/>s were found.
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/// <see cref="IBodyPart"/>s were found.
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/// </returns>
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private bool TryGetBodyPartConnections(BodyPart part, [NotNullWhen(true)] out List<BodyPart> result)
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private bool TryGetBodyPartConnections(IBodyPart part, [NotNullWhen(true)] out List<IBodyPart> result)
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{
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result = null!;
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@@ -492,11 +482,11 @@ namespace Content.Server.GameObjects.Components.Body
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}
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/// <summary>
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/// Grabs all <see cref="BodyPart"/> of the given type in this body.
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/// Grabs all <see cref="IBodyPart"/> of the given type in this body.
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/// </summary>
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public List<BodyPart> GetBodyPartsOfType(BodyPartType type)
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public List<IBodyPart> GetBodyPartsOfType(BodyPartType type)
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{
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var toReturn = new List<BodyPart>();
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var toReturn = new List<IBodyPart>();
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foreach (var part in Parts.Values)
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{
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@@ -509,32 +499,6 @@ namespace Content.Server.GameObjects.Components.Body
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return toReturn;
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}
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/// <summary>
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/// Installs the given <see cref="BodyPart"/> into the given slot.
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/// </summary>
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/// <returns>True if successful, false otherwise.</returns>
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public bool InstallBodyPart(BodyPart part, string slotName)
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{
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DebugTools.AssertNotNull(part);
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// Make sure the given slot exists
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if (!SlotExists(slotName))
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{
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return false;
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}
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// And that nothing is in it
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if (TryGetBodyPart(slotName, out _))
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{
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return false;
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}
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AddBodyPart(part, slotName); // TODO: Sort this duplicate out
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OnBodyChanged();
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return true;
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}
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/// <summary>
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/// Installs the given <see cref="DroppedBodyPartComponent"/> into the
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/// given slot, deleting the <see cref="IEntity"/> afterwards.
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@@ -544,7 +508,7 @@ namespace Content.Server.GameObjects.Components.Body
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{
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DebugTools.AssertNotNull(part);
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if (!InstallBodyPart(part.ContainedBodyPart, slotName))
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if (!TryAddPart(slotName, part.ContainedBodyPart))
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{
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return false;
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}
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@@ -554,15 +518,15 @@ namespace Content.Server.GameObjects.Components.Body
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}
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/// <summary>
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/// Disconnects the given <see cref="BodyPart"/> reference, potentially
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/// dropping other <see cref="BodyPart">BodyParts</see> if they were hanging
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/// Disconnects the given <see cref="IBodyPart"/> reference, potentially
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/// dropping other <see cref="IBodyPart">BodyParts</see> if they were hanging
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/// off of it.
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/// </summary>
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/// <returns>
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/// The <see cref="IEntity"/> representing the dropped
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/// <see cref="BodyPart"/>, or null if none was dropped.
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/// <see cref="IBodyPart"/>, or null if none was dropped.
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/// </returns>
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public IEntity? DropPart(BodyPart part)
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public IEntity? DropPart(IBodyPart part)
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{
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DebugTools.AssertNotNull(part);
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@@ -596,11 +560,11 @@ namespace Content.Server.GameObjects.Components.Body
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}
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/// <summary>
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/// Disconnects the given <see cref="BodyPart"/> reference, potentially
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/// dropping other <see cref="BodyPart">BodyParts</see> if they were hanging
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/// Disconnects the given <see cref="IBodyPart"/> reference, potentially
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/// dropping other <see cref="IBodyPart">BodyParts</see> if they were hanging
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/// off of it.
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/// </summary>
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public void DisconnectBodyPart(BodyPart part, bool dropEntity)
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public void DisconnectBodyPart(IBodyPart part, bool dropEntity)
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{
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DebugTools.AssertNotNull(part);
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@@ -640,12 +604,7 @@ namespace Content.Server.GameObjects.Components.Body
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{
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DebugTools.AssertNotNull(slotName);
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if (!TryGetBodyPart(slotName, out var part))
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{
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return;
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}
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if (part == null)
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if (!HasPart(slotName))
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{
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return;
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}
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@@ -666,27 +625,47 @@ namespace Content.Server.GameObjects.Components.Body
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OnBodyChanged();
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}
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private void AddBodyPart(BodyPart part, string slotName)
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public bool TryAddPart(string slot, IBodyPart part, bool force = false)
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{
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DebugTools.AssertNotNull(part);
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DebugTools.AssertNotNull(slotName);
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DebugTools.AssertNotNull(slot);
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_parts.Add(slotName, part);
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// Make sure the given slot exists
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if (!force)
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{
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if (!SlotExists(slot))
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{
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return false;
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}
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// And that nothing is in it
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if (!_parts.TryAdd(slot, part))
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{
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return false;
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}
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}
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else
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{
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_parts[slot] = part;
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}
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part.Body = this;
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var argsAdded = new BodyPartAddedEventArgs(part, slotName);
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var argsAdded = new BodyPartAddedEventArgs(part, slot);
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foreach (var component in Owner.GetAllComponents<IBodyPartAdded>().ToArray())
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{
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component.BodyPartAdded(argsAdded);
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}
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if (!Template.Layers.TryGetValue(slotName, out var partMap) ||
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// TODO: Sort this duplicate out
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OnBodyChanged();
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if (!Template.Layers.TryGetValue(slot, out var partMap) ||
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!_reflectionManager.TryParseEnumReference(partMap, out var partEnum))
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{
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Logger.Warning($"Template {Template.Name} has an invalid RSI map key {partMap} for body part {part.Name}.");
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return;
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return false;
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}
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part.RSIMap = partEnum;
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@@ -712,6 +691,13 @@ namespace Content.Server.GameObjects.Components.Body
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SendNetworkMessage(mechanismMessage);
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}
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return true;
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}
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public bool HasPart(string slot)
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{
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return _parts.ContainsKey(slot);
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}
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/// <summary>
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@@ -720,7 +706,7 @@ namespace Content.Server.GameObjects.Components.Body
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/// </summary>
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/// <param name="slotName">The slot to remove it from.</param>
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/// <param name="drop">
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/// Whether or not to drop the removed <see cref="BodyPart"/>.
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/// Whether or not to drop the removed <see cref="IBodyPart"/>.
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/// </param>
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/// <returns></returns>
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private bool RemoveBodyPart(string slotName, bool drop)
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@@ -780,17 +766,20 @@ namespace Content.Server.GameObjects.Components.Body
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/// <param name="part">The part to remove from this body.</param>
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/// <param name="slotName">The slot that the part was in, if any.</param>
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/// <returns>True if <see cref="part"/> was removed, false otherwise.</returns>
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private bool RemoveBodyPart(BodyPart part, [NotNullWhen(true)] out string slotName)
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private bool RemoveBodyPart(IBodyPart part, [NotNullWhen(true)] out string? slotName)
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{
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DebugTools.AssertNotNull(part);
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slotName = _parts.FirstOrDefault(pair => pair.Value == part).Key;
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var pair = _parts.FirstOrDefault(kvPair => kvPair.Value == part);
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if (slotName == null)
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if (pair.Equals(default))
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{
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slotName = null;
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return false;
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}
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slotName = pair.Key;
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return RemoveBodyPart(slotName, false);
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}
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@@ -804,13 +793,13 @@ namespace Content.Server.GameObjects.Components.Body
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if (_networks.ContainsKey(network.GetType()))
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{
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return false;
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return true;
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}
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_networks.Add(network.GetType(), network);
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network.OnAdd(Owner);
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return true;
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return false;
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}
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/// <summary>
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@@ -844,62 +833,21 @@ namespace Content.Server.GameObjects.Components.Body
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return EnsureNetwork(typeof(T));
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}
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/// <summary>
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/// Attempts to add a <see cref="BodyNetwork"/> of the given name to
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/// this body.
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/// </summary>
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/// <returns>
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/// True if successful, false if there was an error
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/// (such as passing in an invalid type or a network of that type already
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/// existing).
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/// </returns>
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private bool EnsureNetwork(string networkName)
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public void RemoveNetwork(Type networkType)
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{
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DebugTools.AssertNotNull(networkName);
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DebugTools.AssertNotNull(networkType);
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var network = _bodyNetworkFactory.GetNetwork(networkName);
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return EnsureNetwork(network);
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}
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/// <summary>
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/// Removes the <see cref="BodyNetwork"/> of the given type in this body,
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/// if there is one.
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||||
/// </summary>
|
||||
/// <param name="type">The type of the network to remove.</param>
|
||||
public void RemoveNetwork(Type type)
|
||||
{
|
||||
DebugTools.AssertNotNull(type);
|
||||
|
||||
if (_networks.Remove(type, out var network))
|
||||
if (_networks.Remove(networkType, out var network))
|
||||
{
|
||||
network.OnRemove();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes the <see cref="BodyNetwork"/> of the given type in this body,
|
||||
/// if one exists.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">The type of the network to remove.</typeparam>
|
||||
public void RemoveNetwork<T>() where T : BodyNetwork
|
||||
{
|
||||
RemoveNetwork(typeof(T));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes the <see cref="BodyNetwork"/> with the given name in this body,
|
||||
/// if there is one.
|
||||
/// </summary>
|
||||
private void RemoveNetwork(string networkName)
|
||||
{
|
||||
var type = _bodyNetworkFactory.GetNetwork(networkName).GetType();
|
||||
|
||||
if (_networks.Remove(type, out var network))
|
||||
{
|
||||
network.OnRemove();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attempts to get the <see cref="BodyNetwork"/> of the given type in this body.
|
||||
/// </summary>
|
||||
@@ -924,7 +872,7 @@ namespace Content.Server.GameObjects.Components.Body
|
||||
/// a foot node from the given node. It can
|
||||
/// only search through BodyParts with <see cref="ExtensionProperty"/>.
|
||||
/// </summary>
|
||||
private static float DistanceToNearestFoot(BodyManagerComponent body, BodyPart source)
|
||||
private static float DistanceToNearestFoot(BodyManagerComponent body, IBodyPart source)
|
||||
{
|
||||
if (source.HasProperty<FootProperty>() && source.TryGetProperty<ExtensionProperty>(out var property))
|
||||
{
|
||||
@@ -934,7 +882,8 @@ namespace Content.Server.GameObjects.Components.Body
|
||||
return LookForFootRecursion(body, source, new List<BodyPart>());
|
||||
}
|
||||
|
||||
private static float LookForFootRecursion(BodyManagerComponent body, BodyPart current,
|
||||
// TODO: Make this not static and not keep me up at night
|
||||
private static float LookForFootRecursion(BodyManagerComponent body, IBodyPart current,
|
||||
ICollection<BodyPart> searchedParts)
|
||||
{
|
||||
if (!current.TryGetProperty<ExtensionProperty>(out var extProperty))
|
||||
|
||||
Reference in New Issue
Block a user