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