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

@@ -38,7 +38,7 @@ namespace Content.Server.GameObjects.Components
/// <returns>true if it is valid, false otherwise</returns>
private async Task<bool> Valid(IEntity user, IEntity? utilizing, [MaybeNullWhen(false)] bool force = false)
{
if (!Owner.HasComponent<ICollidableComponent>())
if (!Owner.HasComponent<IPhysicsComponent>())
{
return false;
}
@@ -70,7 +70,7 @@ namespace Content.Server.GameObjects.Components
return false;
}
var physics = Owner.GetComponent<ICollidableComponent>();
var physics = Owner.GetComponent<IPhysicsComponent>();
physics.Anchored = true;
return true;
@@ -90,7 +90,7 @@ namespace Content.Server.GameObjects.Components
return false;
}
var physics = Owner.GetComponent<ICollidableComponent>();
var physics = Owner.GetComponent<IPhysicsComponent>();
physics.Anchored = false;
return true;
@@ -105,12 +105,12 @@ namespace Content.Server.GameObjects.Components
/// <returns>true if toggled, false otherwise</returns>
private async Task<bool> TryToggleAnchor(IEntity user, IEntity? utilizing = null, bool force = false)
{
if (!Owner.TryGetComponent(out ICollidableComponent? collidable))
if (!Owner.TryGetComponent(out IPhysicsComponent? physics))
{
return false;
}
return collidable.Anchored ?
return physics.Anchored ?
await TryUnAnchor(user, utilizing, force) :
await TryAnchor(user, utilizing, force);
}
@@ -118,7 +118,7 @@ namespace Content.Server.GameObjects.Components
public override void Initialize()
{
base.Initialize();
Owner.EnsureComponent<CollidableComponent>();
Owner.EnsureComponent<PhysicsComponent>();
}
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)