Massive Namespace Cleanup (#3120)

* Engine namespace changes.

* Automated remove redundant using statements.

* Simplified Graphics namespace.

* Apparently the container system stores full type names in the map file.😞 This updates those names.

* API Changes to LocalizationManager.LoadCulture.

* Update submodule to v0.3.2
This commit is contained in:
Acruid
2021-02-11 01:13:03 -08:00
committed by GitHub
parent ef8b833c96
commit ca4fd649fe
1277 changed files with 1657 additions and 3676 deletions

View File

@@ -1,4 +1,4 @@
using System.Collections.Generic;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Content.Client.GameObjects.Components.Mobs;
@@ -10,13 +10,12 @@ using Content.Shared.Actions;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.Utility;
using NUnit.Framework;
using Robust.Client.Interfaces.UserInterface;
using Robust.Client.Player;
using Robust.Client.UserInterface;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.Map;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using IPlayerManager = Robust.Server.Player.IPlayerManager;
namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
{
@@ -65,7 +64,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
await server.WaitIdleAsync();
await client.WaitIdleAsync();
var serverPlayerManager = server.ResolveDependency<Robust.Server.Interfaces.Player.IPlayerManager>();
var serverPlayerManager = server.ResolveDependency<IPlayerManager>();
var innateActions = new List<ActionType>();
await server.WaitAssertion(() =>
@@ -91,7 +90,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
await server.WaitRunTicks(5);
await client.WaitRunTicks(5);
var clientPlayerMgr = client.ResolveDependency<IPlayerManager>();
var clientPlayerMgr = client.ResolveDependency<Robust.Client.Player.IPlayerManager>();
var clientUIMgr = client.ResolveDependency<IUserInterfaceManager>();
var expectedOrder = new List<ActionType>();
@@ -226,7 +225,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
await server.WaitIdleAsync();
await client.WaitIdleAsync();
var serverPlayerManager = server.ResolveDependency<Robust.Server.Interfaces.Player.IPlayerManager>();
var serverPlayerManager = server.ResolveDependency<IPlayerManager>();
var serverEntManager = server.ResolveDependency<IEntityManager>();
var serverGameTiming = server.ResolveDependency<IGameTiming>();
@@ -273,7 +272,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
await client.WaitRunTicks(5);
// check that client has the actions, and toggle the light on via the action slot it was auto-assigned to
var clientPlayerMgr = client.ResolveDependency<IPlayerManager>();
var clientPlayerMgr = client.ResolveDependency<Robust.Client.Player.IPlayerManager>();
var clientUIMgr = client.ResolveDependency<IUserInterfaceManager>();
EntityUid clientFlashlight = default;
await client.WaitAssertion(() =>