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

@@ -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;
}
}
}