Remove useless resolves from a buncha tests.
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@@ -159,7 +159,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
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{
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var playerEnt = serverPlayerManager.Sessions.Single().AttachedEntity.GetValueOrDefault();
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Assert.That(playerEnt, Is.Not.EqualTo(default));
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var actionsComponent = IoCManager.Resolve<IEntityManager>().GetComponent<ServerActionsComponent>(playerEnt);
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var actionsComponent = sEntities.GetComponent<ServerActionsComponent>(playerEnt);
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actionsComponent.Revoke(ActionType.DebugInstant);
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});
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@@ -170,7 +170,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
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{
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var local = clientPlayerMgr.LocalPlayer;
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var controlled = local!.ControlledEntity;
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var actionsComponent = IoCManager.Resolve<IEntityManager>().GetComponent<ClientActionsComponent>(controlled!.Value);
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var actionsComponent = cEntities.GetComponent<ClientActionsComponent>(controlled!.Value);
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// we should have our innate actions, but debug1 should be revoked
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foreach (var innateAction in innateActions)
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@@ -59,7 +59,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Movement
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// Now let's make the player enter a climbing transitioning state.
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climbing.IsClimbing = true;
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climbing.TryMoveTo(IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(human).WorldPosition, IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(table).WorldPosition);
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climbing.TryMoveTo(entityManager.GetComponent<TransformComponent>(human).WorldPosition, entityManager.GetComponent<TransformComponent>(table).WorldPosition);
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var body = entityManager.GetComponent<IPhysBody>(human);
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// TODO: Check it's climbing
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