Fixes obsolete Transform warnings in Content. (#25256)
* Fix TransformComponent.MapPosition warnings in Content.Client * Fix TransformComponent.MapPosition warnings in Content.IntegrationTests * Fix TransformComponent.MapPosition warnings in Content.Shared * Fix TransformComponent.MapPosition warnings in Content.Server * Fix TransformComponent.WorldPosition warnings in Content.Shared * Fix TransformComponent.WorldPosition warnings in Content.Client Excepts ClickableComponent b/c that needs to be ECS'd entirely later * Fix TransformComponent.WorldPosition warnings in Content.Server * Fix TransformComponent.WorldRotation warnings in Content.* * Fix TransformComponent.MapPosition warnings I missed * Fix TransformComponent.WorldMatrix warnings in Content.* * Fix TransformComponent.InvWorldMatrix warnings in Content.* * Fix TransformComponent.GetWorldPositionRotationMatrixWithInv warnings in Content.* * Fix TransformComponent.GetWorldPositionRotationMatrix warnings in Content.* * Fix TransformComponent.GetWorldPositionRotation warnings in Content.* * Fix TransformComponent.Anchored.set warnings in Content.* * Fix TransformComponent.Coordinates.set warnings in Content.* * Fix TransformComponent.LocalPosition.set warnings in Content.* * Fix TransformComponent.AttachToGridOrMap warnings in Content.* * Fix TransformComponent.AttachParent warnings in Content.* * Preempt TransformComponent.LocalRotation.set warnings in Content.Shared * Preempt TransformComponent.LocalRotation.set warnings in Content.Client * Preempt TransformComponent.LocalRotation.set warnings in Content.IntegrationTests * Preempt TransformComponent.LocalRotation.set warnings in Content.Server * Fix/Preempt the remaining obsolete TransformComponent properties/methods in Content.* * ECS ClickableComponent * Fix obsolete SharedTransformSystem methods in Content.* * Fix ExplosionOverlay `SharedTransformSystem` dependency * Maybe fix null eye position breaking tests * MGS requested changes
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@@ -116,7 +116,7 @@ namespace Content.Client.Gameplay
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// Check the entities against whether or not we can click them
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var foundEntities = new List<(EntityUid, int, uint, float)>(entities.Count);
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var clickQuery = _entityManager.GetEntityQuery<ClickableComponent>();
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var xformQuery = _entityManager.GetEntityQuery<TransformComponent>();
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var clickSystem = _entityManager.System<ClickableSystem>();
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// TODO: Smelly
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var eye = _eyeManager.CurrentEye;
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@@ -124,7 +124,7 @@ namespace Content.Client.Gameplay
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foreach (var entity in entities)
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{
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if (clickQuery.TryGetComponent(entity.Uid, out var component) &&
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component.CheckClick(entity.Component, entity.Transform, xformQuery, coordinates.Position, eye, out var drawDepthClicked, out var renderOrder, out var bottom))
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clickSystem.CheckClick((entity.Uid, component, entity.Component, entity.Transform), coordinates.Position, eye, out var drawDepthClicked, out var renderOrder, out var bottom))
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{
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foundEntities.Add((entity.Uid, drawDepthClicked, renderOrder, bottom));
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}
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