* Removed SnapGridOffset, there is only center now. * SnapGridComponent methods are now static. * Removed SnapGridComponent.OnPositionChanged. * Refactored static functions off SnapGridComponent to MapGrid. Refactored away usages of SnapGridComponent.Position. * Added Transform.Anchored for checking if an entity is a tile entity. More refactoring for static MapGrid functions. * Static snapgrid methods on MapGrid are no longer static. * Add setter to ITransformComponent.Anchored. Removed direct references to SnapGridComponent from content. * Grid functions now deal with EntityUids instead of SnapGridComponents. Began renaming public API functions from SnapGrid to Anchor. * Remove the SnapGridComponent 'Offset' field from all yaml files. This was removed in code previously, so the yaml linter was upset. * Update engine submodule to v0.4.46.
51 lines
1.7 KiB
C#
51 lines
1.7 KiB
C#
using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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namespace Content.Server.Utility
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{
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public static class SnapgridHelper
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{
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public static void SnapToGrid(this IEntity entity, IEntityManager? entityManager = null, IMapManager? mapManager = null)
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{
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entity.Transform.Coordinates = entity.Transform.Coordinates.SnapToGrid(entityManager, mapManager);
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}
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public static EntityCoordinates SnapToGrid(this EntityCoordinates coordinates, IEntityManager? entityManager = null, IMapManager? mapManager = null)
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{
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entityManager ??= IoCManager.Resolve<IEntityManager>();
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mapManager ??= IoCManager.Resolve<IMapManager>();
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var gridId = coordinates.GetGridId(entityManager);
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var tileSize = 1f;
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if (gridId.IsValid())
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{
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var grid = mapManager.GetGrid(gridId);
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tileSize = grid.TileSize;
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}
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var localPos = coordinates.Position;
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var x = (int)Math.Floor(localPos.X / tileSize) + tileSize / 2f;
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var y = (int)Math.Floor(localPos.Y / tileSize) + tileSize / 2f;
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return new EntityCoordinates(coordinates.EntityId, x, y);
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}
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public static EntityCoordinates SnapToGrid(this EntityCoordinates coordinates, IMapGrid grid)
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{
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var tileSize = grid.TileSize;
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var localPos = coordinates.Position;
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var x = (int)Math.Floor(localPos.X / tileSize) + tileSize / 2f;
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var y = (int)Math.Floor(localPos.Y / tileSize) + tileSize / 2f;
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return new EntityCoordinates(coordinates.EntityId, x, y);
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}
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}
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}
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