Cleanup AnchorableSystem (#37753)
* The easy part * Overload and obsolete * Internal cleanup * Update all references to new overload
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@@ -49,7 +49,7 @@ public sealed partial class DungeonJob
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break;
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// Room tile / already used.
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if (!_anchorable.TileFree(_grid, tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask) ||
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if (!_anchorable.TileFree((_gridUid, _grid), tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask) ||
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takenTiles.Contains(tile))
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{
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continue;
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@@ -69,7 +69,7 @@ public sealed partial class DungeonJob
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if (!allExterior.Contains(neighbor) ||
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takenTiles.Contains(neighbor) ||
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!_anchorable.TileFree(_grid, neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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!_anchorable.TileFree((_gridUid, _grid), neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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{
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isValid = false;
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break;
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@@ -84,7 +84,7 @@ public sealed partial class DungeonJob
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if (allExterior.Contains(perpTile) ||
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takenTiles.Contains(neighbor) ||
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!_anchorable.TileFree(_grid, perpTile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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!_anchorable.TileFree((_gridUid, _grid), perpTile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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{
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isValid = false;
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break;
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