Change all of body system to use entities and components (#2074)
* Early commit * Early commit 2 * merging master broke my git * does anyone even read these * life is fleeting * it just works * this time passing integration tests * Remove hashset yaml serialization for now * You got a license for those nullables? * No examine, no context menu, part and mechanism parenting and visibility * Fix wrong brain sprite state * Removing layers was a mistake * just tear body system a new one and see if it still breathes * Remove redundant code * Add that comment back * Separate damage and body, component states, stomach rework * Add containers for body parts * Bring layers back pls * Fix parts magically changing color * Reimplement sprite layer visibility * Fix tests * Add leg test * Active legs is gone Crab rave * Merge fixes, rename DamageState to CurrentState * Remove IShowContextMenu and ICanExamine
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29
Content.Shared/GameObjects/Components/Body/BodyExtensions.cs
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29
Content.Shared/GameObjects/Components/Body/BodyExtensions.cs
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#nullable enable
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using System.Diagnostics.CodeAnalysis;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Shared.GameObjects.Components.Body
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{
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public static class BodyExtensions
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{
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public static T? GetBody<T>(this IEntity entity) where T : class, IBody
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{
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return entity.GetComponentOrNull<T>();
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}
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public static bool TryGetBody<T>(this IEntity entity, [NotNullWhen(true)] out T? body) where T : class, IBody
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{
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return (body = entity.GetBody<T>()) != null;
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}
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public static IBody? GetBody(this IEntity entity)
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{
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return entity.GetComponentOrNull<IBody>();
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}
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public static bool TryGetBody(this IEntity entity, [NotNullWhen(true)] out IBody? body)
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{
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return (body = entity.GetBody()) != null;
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}
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}
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}
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