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:
@@ -201,15 +201,15 @@ namespace Content.Server.GameObjects.Components.Items.Storage
|
||||
|
||||
private void ModifyComponents()
|
||||
{
|
||||
if (!_isCollidableWhenOpen && Owner.TryGetComponent<ICollidableComponent>(out var collidableComponent))
|
||||
if (!_isCollidableWhenOpen && Owner.TryGetComponent<IPhysicsComponent>(out var physics))
|
||||
{
|
||||
if (Open)
|
||||
{
|
||||
collidableComponent.Hard = false;
|
||||
physics.Hard = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
collidableComponent.Hard = true;
|
||||
physics.Hard = true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -226,31 +226,30 @@ namespace Content.Server.GameObjects.Components.Items.Storage
|
||||
|
||||
private bool AddToContents(IEntity entity)
|
||||
{
|
||||
var collidableComponent = Owner.GetComponent<ICollidableComponent>();
|
||||
ICollidableComponent entityCollidableComponent;
|
||||
if (entity.TryGetComponent(out entityCollidableComponent))
|
||||
var physics = Owner.GetComponent<IPhysicsComponent>();
|
||||
if (entity.TryGetComponent(out IPhysicsComponent entityPhysicsComponent))
|
||||
{
|
||||
if(MaxSize < entityCollidableComponent.WorldAABB.Size.X
|
||||
|| MaxSize < entityCollidableComponent.WorldAABB.Size.Y)
|
||||
if(MaxSize < entityPhysicsComponent.WorldAABB.Size.X
|
||||
|| MaxSize < entityPhysicsComponent.WorldAABB.Size.Y)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (collidableComponent.WorldAABB.Left > entityCollidableComponent.WorldAABB.Left)
|
||||
if (physics.WorldAABB.Left > entityPhysicsComponent.WorldAABB.Left)
|
||||
{
|
||||
entity.Transform.WorldPosition += new Vector2(collidableComponent.WorldAABB.Left - entityCollidableComponent.WorldAABB.Left, 0);
|
||||
entity.Transform.WorldPosition += new Vector2(physics.WorldAABB.Left - entityPhysicsComponent.WorldAABB.Left, 0);
|
||||
}
|
||||
else if (collidableComponent.WorldAABB.Right < entityCollidableComponent.WorldAABB.Right)
|
||||
else if (physics.WorldAABB.Right < entityPhysicsComponent.WorldAABB.Right)
|
||||
{
|
||||
entity.Transform.WorldPosition += new Vector2(collidableComponent.WorldAABB.Right - entityCollidableComponent.WorldAABB.Right, 0);
|
||||
entity.Transform.WorldPosition += new Vector2(physics.WorldAABB.Right - entityPhysicsComponent.WorldAABB.Right, 0);
|
||||
}
|
||||
if (collidableComponent.WorldAABB.Bottom > entityCollidableComponent.WorldAABB.Bottom)
|
||||
if (physics.WorldAABB.Bottom > entityPhysicsComponent.WorldAABB.Bottom)
|
||||
{
|
||||
entity.Transform.WorldPosition += new Vector2(0, collidableComponent.WorldAABB.Bottom - entityCollidableComponent.WorldAABB.Bottom);
|
||||
entity.Transform.WorldPosition += new Vector2(0, physics.WorldAABB.Bottom - entityPhysicsComponent.WorldAABB.Bottom);
|
||||
}
|
||||
else if (collidableComponent.WorldAABB.Top < entityCollidableComponent.WorldAABB.Top)
|
||||
else if (physics.WorldAABB.Top < entityPhysicsComponent.WorldAABB.Top)
|
||||
{
|
||||
entity.Transform.WorldPosition += new Vector2(0, collidableComponent.WorldAABB.Top - entityCollidableComponent.WorldAABB.Top);
|
||||
entity.Transform.WorldPosition += new Vector2(0, physics.WorldAABB.Top - entityPhysicsComponent.WorldAABB.Top);
|
||||
}
|
||||
}
|
||||
if (Contents.CanInsert(entity))
|
||||
@@ -268,9 +267,9 @@ namespace Content.Server.GameObjects.Components.Items.Storage
|
||||
}
|
||||
Contents.Insert(entity);
|
||||
entity.Transform.WorldPosition = worldPos;
|
||||
if (entityCollidableComponent != null)
|
||||
if (entityPhysicsComponent != null)
|
||||
{
|
||||
entityCollidableComponent.CanCollide = false;
|
||||
entityPhysicsComponent.CanCollide = false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
@@ -283,9 +282,9 @@ namespace Content.Server.GameObjects.Components.Items.Storage
|
||||
{
|
||||
if(Contents.Remove(contained))
|
||||
{
|
||||
if (contained.TryGetComponent<ICollidableComponent>(out var entityCollidableComponent))
|
||||
if (contained.TryGetComponent<IPhysicsComponent>(out var physics))
|
||||
{
|
||||
entityCollidableComponent.CanCollide = true;
|
||||
physics.CanCollide = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user