* Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
703 lines
21 KiB
C#
703 lines
21 KiB
C#
#nullable enable
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Diagnostics.CodeAnalysis;
|
|
using System.Linq;
|
|
using Content.Shared.Damage;
|
|
using Content.Shared.GameObjects.Components.Body.Part;
|
|
using Content.Shared.GameObjects.Components.Body.Part.Property;
|
|
using Content.Shared.GameObjects.Components.Body.Preset;
|
|
using Content.Shared.GameObjects.Components.Body.Template;
|
|
using Content.Shared.GameObjects.Components.Damage;
|
|
using Content.Shared.GameObjects.Components.Movement;
|
|
using Content.Shared.GameObjects.EntitySystems;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Maths;
|
|
using Robust.Shared.Physics;
|
|
using Robust.Shared.Physics.Collision;
|
|
using Robust.Shared.Players;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.Serialization.Manager.Attributes;
|
|
using Robust.Shared.Utility;
|
|
using Robust.Shared.ViewVariables;
|
|
|
|
namespace Content.Shared.GameObjects.Components.Body
|
|
{
|
|
// TODO BODY Damage methods for collections of IDamageableComponents
|
|
public abstract class SharedBodyComponent : Component, IBody, ISerializationHooks
|
|
{
|
|
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
|
|
|
public override string Name => "Body";
|
|
|
|
public override uint? NetID => ContentNetIDs.BODY;
|
|
|
|
[DataField("centerSlot", required: true)]
|
|
private string? _centerSlot;
|
|
|
|
private Dictionary<string, string> _partIds = new();
|
|
|
|
private readonly Dictionary<string, IBodyPart> _parts = new();
|
|
|
|
[ViewVariables]
|
|
[DataField("template", required: true)]
|
|
public string? TemplateName { get; private set; }
|
|
|
|
[ViewVariables]
|
|
[DataField("preset", required: true)]
|
|
public string? PresetName { get; private set; }
|
|
|
|
[ViewVariables]
|
|
public Dictionary<string, BodyPartType> Slots { get; private set; } = new();
|
|
|
|
[ViewVariables]
|
|
public Dictionary<string, List<string>> Connections { get; private set; } = new();
|
|
|
|
/// <summary>
|
|
/// Maps slots to the part filling each one.
|
|
/// </summary>
|
|
[ViewVariables]
|
|
public IReadOnlyDictionary<string, IBodyPart> Parts => _parts;
|
|
|
|
[ViewVariables]
|
|
public IReadOnlyDictionary<string, string> PartIds => _partIds;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
// TODO BODY BeforeDeserialization
|
|
// TODO BODY Move to template or somewhere else
|
|
if (TemplateName != null)
|
|
{
|
|
var template = _prototypeManager.Index<BodyTemplatePrototype>(TemplateName);
|
|
|
|
Connections = template.Connections;
|
|
Slots = template.Slots;
|
|
_centerSlot = template.CenterSlot;
|
|
}
|
|
|
|
if (PresetName != null)
|
|
{
|
|
var preset = _prototypeManager.Index<BodyPresetPrototype>(PresetName);
|
|
|
|
_partIds = preset.PartIDs;
|
|
}
|
|
|
|
// Our prototypes don't force the user to define a BodyPart connection twice. E.g. Head: Torso v.s. Torso: Head.
|
|
// The user only has to do one. We want it to be that way in the code, though, so this cleans that up.
|
|
var cleanedConnections = new Dictionary<string, List<string>>();
|
|
|
|
foreach (var targetSlotName in Slots.Keys)
|
|
{
|
|
var tempConnections = new List<string>();
|
|
foreach (var (slotName, slotConnections) in Connections)
|
|
{
|
|
if (slotName == targetSlotName)
|
|
{
|
|
foreach (var connection in slotConnections)
|
|
{
|
|
if (!tempConnections.Contains(connection))
|
|
{
|
|
tempConnections.Add(connection);
|
|
}
|
|
}
|
|
}
|
|
else if (slotConnections.Contains(targetSlotName))
|
|
{
|
|
tempConnections.Add(slotName);
|
|
}
|
|
}
|
|
|
|
if (tempConnections.Count > 0)
|
|
{
|
|
cleanedConnections.Add(targetSlotName, tempConnections);
|
|
}
|
|
}
|
|
|
|
Connections = cleanedConnections;
|
|
CalculateSpeed();
|
|
}
|
|
|
|
protected virtual bool CanAddPart(string slot, IBodyPart part)
|
|
{
|
|
if (!HasSlot(slot) || !_parts.TryAdd(slot, part))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
protected virtual void OnAddPart(string slot, IBodyPart part)
|
|
{
|
|
part.Body = this;
|
|
|
|
var argsAdded = new BodyPartAddedEventArgs(part, slot);
|
|
|
|
foreach (var component in Owner.GetAllComponents<IBodyPartAdded>().ToArray())
|
|
{
|
|
component.BodyPartAdded(argsAdded);
|
|
}
|
|
|
|
// TODO BODY Sort this duplicate out
|
|
OnBodyChanged();
|
|
}
|
|
|
|
protected virtual void OnRemovePart(string slot, IBodyPart part)
|
|
{
|
|
part.Body = null;
|
|
|
|
var args = new BodyPartRemovedEventArgs(part, slot);
|
|
|
|
foreach (var component in Owner.GetAllComponents<IBodyPartRemoved>())
|
|
{
|
|
component.BodyPartRemoved(args);
|
|
}
|
|
|
|
// creadth: fall down if no legs
|
|
if (part.PartType == BodyPartType.Leg && Parts.Count(x => x.Value.PartType == BodyPartType.Leg) == 0)
|
|
{
|
|
EntitySystem.Get<SharedStandingStateSystem>().Down(Owner);
|
|
}
|
|
|
|
// creadth: immediately kill entity if last vital part removed
|
|
if (Owner.TryGetComponent(out IDamageableComponent? damageable))
|
|
{
|
|
if (part.IsVital && Parts.Count(x => x.Value.PartType == part.PartType) == 0)
|
|
{
|
|
damageable.ChangeDamage(DamageType.Bloodloss, 300, true); // TODO BODY KILL
|
|
}
|
|
}
|
|
|
|
OnBodyChanged();
|
|
}
|
|
|
|
public bool TryAddPart(string slot, IBodyPart part, bool force = false)
|
|
{
|
|
DebugTools.AssertNotNull(part);
|
|
DebugTools.AssertNotNull(slot);
|
|
|
|
if (force)
|
|
{
|
|
if (!HasSlot(slot))
|
|
{
|
|
Slots[slot] = part.PartType;
|
|
}
|
|
|
|
_parts[slot] = part;
|
|
}
|
|
else
|
|
{
|
|
if (!CanAddPart(slot, part))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
OnAddPart(slot, part);
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool HasPart(string slot)
|
|
{
|
|
DebugTools.AssertNotNull(slot);
|
|
|
|
return _parts.ContainsKey(slot);
|
|
}
|
|
|
|
public bool HasPart(IBodyPart part)
|
|
{
|
|
DebugTools.AssertNotNull(part);
|
|
|
|
return _parts.ContainsValue(part);
|
|
}
|
|
|
|
public void RemovePart(IBodyPart part)
|
|
{
|
|
DebugTools.AssertNotNull(part);
|
|
|
|
var slotName = _parts.FirstOrDefault(x => x.Value == part).Key;
|
|
|
|
if (string.IsNullOrEmpty(slotName))
|
|
{
|
|
return;
|
|
}
|
|
|
|
RemovePart(slotName);
|
|
}
|
|
|
|
// TODO BODY invert this behavior with the one above
|
|
public bool RemovePart(string slot)
|
|
{
|
|
DebugTools.AssertNotNull(slot);
|
|
|
|
if (!_parts.Remove(slot, out var part))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
OnRemovePart(slot, part);
|
|
|
|
if (TryGetSlotConnections(slot, out var connections))
|
|
{
|
|
foreach (var connectionName in connections)
|
|
{
|
|
if (TryGetPart(connectionName, out var result) && !ConnectedToCenter(result))
|
|
{
|
|
RemovePart(connectionName);
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool RemovePart(IBodyPart part, [NotNullWhen(true)] out string? slotName)
|
|
{
|
|
DebugTools.AssertNotNull(part);
|
|
|
|
(slotName, _) = _parts.FirstOrDefault(kvPair => kvPair.Value == part);
|
|
|
|
if (slotName == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (RemovePart(slotName))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
slotName = null;
|
|
return false;
|
|
}
|
|
|
|
public bool TryDropPart(IBodyPart part, [NotNullWhen(true)] out List<IBodyPart>? dropped)
|
|
{
|
|
DebugTools.AssertNotNull(part);
|
|
|
|
if (!_parts.ContainsValue(part))
|
|
{
|
|
dropped = null;
|
|
return false;
|
|
}
|
|
|
|
if (!RemovePart(part, out var slotName))
|
|
{
|
|
dropped = null;
|
|
return false;
|
|
}
|
|
|
|
dropped = new List<IBodyPart> {part};
|
|
// Call disconnect on all limbs that were hanging off this limb.
|
|
if (TryGetSlotConnections(slotName, out var connections))
|
|
{
|
|
// TODO BODY optimize
|
|
foreach (var connectionName in connections)
|
|
{
|
|
if (TryGetPart(connectionName, out var result) &&
|
|
!ConnectedToCenter(result) &&
|
|
RemovePart(connectionName))
|
|
{
|
|
dropped.Add(result);
|
|
}
|
|
}
|
|
}
|
|
|
|
OnBodyChanged();
|
|
return true;
|
|
}
|
|
|
|
public bool ConnectedToCenter(IBodyPart part)
|
|
{
|
|
var searchedSlots = new List<string>();
|
|
|
|
return TryGetSlot(part, out var result) &&
|
|
ConnectedToCenterPartRecursion(searchedSlots, result);
|
|
}
|
|
|
|
private bool ConnectedToCenterPartRecursion(ICollection<string> searchedSlots, string slotName)
|
|
{
|
|
if (!TryGetPart(slotName, out var part))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (part == CenterPart())
|
|
{
|
|
return true;
|
|
}
|
|
|
|
searchedSlots.Add(slotName);
|
|
|
|
if (!TryGetSlotConnections(slotName, out var connections))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
foreach (var connection in connections)
|
|
{
|
|
if (!searchedSlots.Contains(connection) &&
|
|
ConnectedToCenterPartRecursion(searchedSlots, connection))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public IBodyPart? CenterPart()
|
|
{
|
|
if (_centerSlot == null) return null;
|
|
|
|
return Parts.GetValueOrDefault(_centerSlot);
|
|
}
|
|
|
|
public bool HasSlot(string slot)
|
|
{
|
|
return Slots.ContainsKey(slot);
|
|
}
|
|
|
|
public bool TryGetPart(string slot, [NotNullWhen(true)] out IBodyPart? result)
|
|
{
|
|
return Parts.TryGetValue(slot, out result);
|
|
}
|
|
|
|
public bool TryGetSlot(IBodyPart part, [NotNullWhen(true)] out string? slot)
|
|
{
|
|
// We enforce that there is only one of each value in the dictionary,
|
|
// so we can iterate through the dictionary values to get the key from there.
|
|
(slot, _) = Parts.FirstOrDefault(x => x.Value == part);
|
|
|
|
return slot != null;
|
|
}
|
|
|
|
public bool TryGetSlotType(string slot, out BodyPartType result)
|
|
{
|
|
return Slots.TryGetValue(slot, out result);
|
|
}
|
|
|
|
public bool TryGetSlotConnections(string slot, [NotNullWhen(true)] out List<string>? connections)
|
|
{
|
|
return Connections.TryGetValue(slot, out connections);
|
|
}
|
|
|
|
public bool TryGetPartConnections(string slot, [NotNullWhen(true)] out List<IBodyPart>? connections)
|
|
{
|
|
if (!Connections.TryGetValue(slot, out var slotConnections))
|
|
{
|
|
connections = null;
|
|
return false;
|
|
}
|
|
|
|
connections = new List<IBodyPart>();
|
|
foreach (var connection in slotConnections)
|
|
{
|
|
if (TryGetPart(connection, out var part))
|
|
{
|
|
connections.Add(part);
|
|
}
|
|
}
|
|
|
|
if (connections.Count <= 0)
|
|
{
|
|
connections = null;
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool TryGetPartConnections(IBodyPart part, [NotNullWhen(true)] out List<IBodyPart>? connections)
|
|
{
|
|
connections = null;
|
|
|
|
return TryGetSlot(part, out var slotName) &&
|
|
TryGetPartConnections(slotName, out connections);
|
|
}
|
|
|
|
public List<IBodyPart> GetPartsOfType(BodyPartType type)
|
|
{
|
|
var parts = new List<IBodyPart>();
|
|
|
|
foreach (var part in Parts.Values)
|
|
{
|
|
if (part.PartType == type)
|
|
{
|
|
parts.Add(part);
|
|
}
|
|
}
|
|
|
|
return parts;
|
|
}
|
|
|
|
public List<(IBodyPart part, IBodyPartProperty property)> GetPartsWithProperty(Type type)
|
|
{
|
|
var parts = new List<(IBodyPart, IBodyPartProperty)>();
|
|
|
|
foreach (var part in Parts.Values)
|
|
{
|
|
if (part.TryGetProperty(type, out var property))
|
|
{
|
|
parts.Add((part, property));
|
|
}
|
|
}
|
|
|
|
return parts;
|
|
}
|
|
|
|
public List<(IBodyPart part, T property)> GetPartsWithProperty<T>() where T : class, IBodyPartProperty
|
|
{
|
|
var parts = new List<(IBodyPart, T)>();
|
|
|
|
foreach (var part in Parts.Values)
|
|
{
|
|
if (part.TryGetProperty<T>(out var property))
|
|
{
|
|
parts.Add((part, property));
|
|
}
|
|
}
|
|
|
|
return parts;
|
|
}
|
|
|
|
private void CalculateSpeed()
|
|
{
|
|
if (!Owner.TryGetComponent(out MovementSpeedModifierComponent? playerMover))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var legs = GetPartsWithProperty<LegComponent>();
|
|
float speedSum = 0;
|
|
|
|
foreach (var leg in legs)
|
|
{
|
|
var footDistance = DistanceToNearestFoot(leg.part);
|
|
|
|
if (Math.Abs(footDistance - float.MinValue) <= 0.001f)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
speedSum += leg.property.Speed * (1 + (float) Math.Log(footDistance, 1024.0));
|
|
}
|
|
|
|
if (speedSum <= 0.001f)
|
|
{
|
|
playerMover.BaseWalkSpeed = 0.8f;
|
|
playerMover.BaseSprintSpeed = 2.0f;
|
|
}
|
|
else
|
|
{
|
|
// Extra legs stack diminishingly.
|
|
playerMover.BaseWalkSpeed =
|
|
speedSum / (legs.Count - (float) Math.Log(legs.Count, 4.0));
|
|
|
|
playerMover.BaseSprintSpeed = playerMover.BaseWalkSpeed * 1.75f;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called when the layout of this body changes.
|
|
/// </summary>
|
|
private void OnBodyChanged()
|
|
{
|
|
// Calculate move speed based on this body.
|
|
if (Owner.HasComponent<MovementSpeedModifierComponent>())
|
|
{
|
|
CalculateSpeed();
|
|
}
|
|
|
|
Dirty();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the combined length of the distance to the nearest
|
|
/// <see cref="IBodyPart"/> that is a foot.
|
|
/// If you consider a <see cref="IBody"/> a node map, then it will
|
|
/// look for a foot node from the given node. It can only search
|
|
/// through <see cref="IBodyPart"/>s with an
|
|
/// <see cref="ExtensionComponent"/>.
|
|
/// </summary>
|
|
/// <returns>
|
|
/// The distance to the foot if found, <see cref="float.MinValue"/>
|
|
/// otherwise.
|
|
/// </returns>
|
|
public float DistanceToNearestFoot(IBodyPart source)
|
|
{
|
|
if (source.PartType == BodyPartType.Foot &&
|
|
source.TryGetProperty<ExtensionComponent>(out var extension))
|
|
{
|
|
return extension.Distance;
|
|
}
|
|
|
|
return LookForFootRecursion(source, new List<IBodyPart>());
|
|
}
|
|
|
|
private float LookForFootRecursion(IBodyPart current, ICollection<IBodyPart> searchedParts)
|
|
{
|
|
if (!current.TryGetProperty<ExtensionComponent>(out var extProperty))
|
|
{
|
|
return float.MinValue;
|
|
}
|
|
|
|
// Get all connected parts if the current part has an extension property
|
|
if (!TryGetPartConnections(current, out var connections))
|
|
{
|
|
return float.MinValue;
|
|
}
|
|
|
|
// If a connected BodyPart is a foot, return this BodyPart's length.
|
|
foreach (var connection in connections)
|
|
{
|
|
if (connection.PartType == BodyPartType.Foot &&
|
|
!searchedParts.Contains(connection))
|
|
{
|
|
return extProperty.Distance;
|
|
}
|
|
}
|
|
|
|
// Otherwise, get the recursion values of all connected BodyParts and
|
|
// store them in a list.
|
|
var distances = new List<float>();
|
|
foreach (var connection in connections)
|
|
{
|
|
if (!searchedParts.Contains(connection))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var result = LookForFootRecursion(connection, searchedParts);
|
|
|
|
if (Math.Abs(result - float.MinValue) > 0.001f)
|
|
{
|
|
distances.Add(result);
|
|
}
|
|
}
|
|
|
|
// If one or more of the searches found a foot, return the smallest one
|
|
// and add this ones length.
|
|
if (distances.Count > 0)
|
|
{
|
|
return distances.Min<float>() + extProperty.Distance;
|
|
}
|
|
|
|
return float.MinValue;
|
|
}
|
|
|
|
// TODO BODY optimize this
|
|
public KeyValuePair<string, BodyPartType> SlotAt(int index)
|
|
{
|
|
return Slots.ElementAt(index);
|
|
}
|
|
|
|
public KeyValuePair<string, IBodyPart> PartAt(int index)
|
|
{
|
|
return Parts.ElementAt(index);
|
|
}
|
|
|
|
public override ComponentState GetComponentState(ICommonSession player)
|
|
{
|
|
var parts = new (string slot, EntityUid partId)[_parts.Count];
|
|
|
|
var i = 0;
|
|
foreach (var (slot, part) in _parts)
|
|
{
|
|
parts[i] = (slot, part.Owner.Uid);
|
|
i++;
|
|
}
|
|
|
|
return new BodyComponentState(parts);
|
|
}
|
|
|
|
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
|
|
{
|
|
base.HandleComponentState(curState, nextState);
|
|
|
|
if (curState is not BodyComponentState state)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var newParts = state.Parts();
|
|
|
|
foreach (var (slot, oldPart) in _parts)
|
|
{
|
|
if (!newParts.TryGetValue(slot, out var newPart) ||
|
|
newPart != oldPart)
|
|
{
|
|
RemovePart(oldPart);
|
|
}
|
|
}
|
|
|
|
foreach (var (slot, newPart) in newParts)
|
|
{
|
|
if (!_parts.TryGetValue(slot, out var oldPart) ||
|
|
oldPart != newPart)
|
|
{
|
|
TryAddPart(slot, newPart, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
public virtual void Gib(bool gibParts = false)
|
|
{
|
|
foreach (var (_, part) in Parts)
|
|
{
|
|
RemovePart(part);
|
|
|
|
if (gibParts)
|
|
part.Gib();
|
|
}
|
|
}
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public class BodyComponentState : ComponentState
|
|
{
|
|
private Dictionary<string, IBodyPart>? _parts;
|
|
|
|
public readonly (string slot, EntityUid partId)[] PartIds;
|
|
|
|
public BodyComponentState((string slot, EntityUid partId)[] partIds) : base(ContentNetIDs.BODY)
|
|
{
|
|
PartIds = partIds;
|
|
}
|
|
|
|
public Dictionary<string, IBodyPart> Parts(IEntityManager? entityManager = null)
|
|
{
|
|
if (_parts != null)
|
|
{
|
|
return _parts;
|
|
}
|
|
|
|
entityManager ??= IoCManager.Resolve<IEntityManager>();
|
|
|
|
var parts = new Dictionary<string, IBodyPart>(PartIds.Length);
|
|
|
|
foreach (var (slot, partId) in PartIds)
|
|
{
|
|
if (!entityManager.TryGetEntity(partId, out var entity))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!entity.TryGetComponent(out IBodyPart? part))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
parts[slot] = part;
|
|
}
|
|
|
|
return _parts = parts;
|
|
}
|
|
}
|
|
}
|