Rename usages of collidable to physics (#2230)

* Rename usages of collidable to physics

* high tier PANIQUE

* aaaaaaaaAAAAAa

* cursed commit dont research

* Fix urist and items being anchored

* Fix the rest
This commit is contained in:
DrSmugleaf
2020-10-11 16:36:58 +02:00
committed by GitHub
parent 413ca9812d
commit b64cb24059
79 changed files with 292 additions and 268 deletions

View File

@@ -101,9 +101,9 @@ namespace Content.IntegrationTests.Tests.Doors
airlock = entityManager.SpawnEntity("Airlock", new MapCoordinates((0, 0), mapId));
Assert.True(human.TryGetComponent(out ICollidableComponent collidable));
Assert.True(human.TryGetComponent(out IPhysicsComponent physics));
controller = collidable.EnsureController<TestController>();
controller = physics.EnsureController<TestController>();
Assert.True(airlock.TryGetComponent(out airlockComponent));
Assert.That(airlockComponent.State, Is.EqualTo(DoorState.Closed));
@@ -117,7 +117,7 @@ namespace Content.IntegrationTests.Tests.Doors
for (var i = 0; i < 240; i += 10)
{
// Keep the airlock awake so they collide
airlock.GetComponent<ICollidableComponent>().WakeBody();
airlock.GetComponent<IPhysicsComponent>().WakeBody();
// Ensure that it is still closed
Assert.That(airlockComponent.State, Is.EqualTo(DoorState.Closed));