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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#nullable enable
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using System;
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.GameObjects.Components.Body.Part.Property;
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namespace Content.Shared.GameObjects.Components.Body.Part
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{
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public static class BodyPartExtensions
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{
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public static bool HasProperty(this IBodyPart part, Type type)
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{
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return part.Owner.HasComponent(type);
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}
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public static bool HasProperty<T>(this IBodyPart part) where T : class, IBodyPartProperty
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{
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return part.HasProperty(typeof(T));
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}
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public static bool TryGetProperty(this IBodyPart part, Type type,
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[NotNullWhen(true)] out IBodyPartProperty? property)
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{
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if (!part.Owner.TryGetComponent(type, out var component))
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{
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property = null;
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return false;
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}
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return (property = component as IBodyPartProperty) != null;
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}
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public static bool TryGetProperty<T>(this IBodyPart part, [NotNullWhen(true)] out T? property) where T : class, IBodyPartProperty
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{
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return part.Owner.TryGetComponent(out property);
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}
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}
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}
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