CollidableComponent and ICollideableComponent namespace was changed in the engine.
Minor code cleanup.
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@@ -1,6 +1,7 @@
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.GameObjects
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@@ -8,7 +9,7 @@ namespace Content.Server.GameObjects
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/// <summary>
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/// Defines the blocking effect of each damage state, and what effects to apply upon entering or exiting the state
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/// </summary>
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public interface DamageState : IActionBlocker
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public interface IDamageState : IActionBlocker
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{
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void EnterState(IEntity entity);
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@@ -20,7 +21,7 @@ namespace Content.Server.GameObjects
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/// <summary>
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/// Standard state that a species is at with no damage or negative effect
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/// </summary>
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public struct NormalState : DamageState
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public struct NormalState : IDamageState
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{
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public void EnterState(IEntity entity)
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{
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@@ -71,7 +72,7 @@ namespace Content.Server.GameObjects
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/// <summary>
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/// A state in which you are disabled from acting due to damage
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/// </summary>
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public struct CriticalState : DamageState
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public struct CriticalState : IDamageState
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{
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public void EnterState(IEntity entity)
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{
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@@ -122,7 +123,7 @@ namespace Content.Server.GameObjects
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/// <summary>
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/// A damage state which will allow ghosting out of mobs
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/// </summary>
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public struct DeadState : DamageState
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public struct DeadState : IDamageState
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{
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public void EnterState(IEntity entity)
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{
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@@ -27,7 +27,7 @@ namespace Content.Server.GameObjects
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/// <summary>
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/// Map of ALL POSSIBLE damage states to the threshold enum value that will trigger them, normal state wont be triggered by this value but is a default that is fell back onto
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/// </summary>
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public static Dictionary<ThresholdType, DamageState> StateThresholdMap = new Dictionary<ThresholdType, DamageState>()
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public static Dictionary<ThresholdType, IDamageState> StateThresholdMap = new Dictionary<ThresholdType, IDamageState>()
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{
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{ ThresholdType.None, new NormalState() },
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{ ThresholdType.Critical, new CriticalState() },
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@@ -20,7 +20,7 @@ namespace Content.Server.GameObjects
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/// <summary>
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/// Damagestates are reached by reaching a certain damage threshold, they will block actions after being reached
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/// </summary>
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public DamageState CurrentDamageState { get; private set; } = new NormalState();
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public IDamageState CurrentDamageState { get; private set; } = new NormalState();
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/// <summary>
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/// Damage state enum for current health, set only via change damage state //TODO: SETTER
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