Files
tbd-station-14/Content.Shared/GameObjects/Components/Body/BodyExtensions.cs
DrSmugleaf dd385a0511 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
2020-10-10 15:25:13 +02:00

30 lines
864 B
C#

#nullable enable
using System.Diagnostics.CodeAnalysis;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Shared.GameObjects.Components.Body
{
public static class BodyExtensions
{
public static T? GetBody<T>(this IEntity entity) where T : class, IBody
{
return entity.GetComponentOrNull<T>();
}
public static bool TryGetBody<T>(this IEntity entity, [NotNullWhen(true)] out T? body) where T : class, IBody
{
return (body = entity.GetBody<T>()) != null;
}
public static IBody? GetBody(this IEntity entity)
{
return entity.GetComponentOrNull<IBody>();
}
public static bool TryGetBody(this IEntity entity, [NotNullWhen(true)] out IBody? body)
{
return (body = entity.GetBody()) != null;
}
}
}