Silence ScreenToWorld warnings (#1098)

This fixes one case of GridCoordinates being used unnecessarily, in
GameScreenBase.

It replaces other cases with explicit calls to TryFindGridAt and
GetDefaultGrid.
This commit is contained in:
ComicIronic
2020-06-12 17:36:25 +01:00
committed by GitHub
parent 7817681894
commit 3cedcaf004
3 changed files with 31 additions and 12 deletions

View File

@@ -53,7 +53,7 @@ namespace Content.Client.State
{
base.FrameUpdate(e);
var mousePosWorld = _eyeManager.ScreenToWorld(_inputManager.MouseScreenPosition);
var mousePosWorld = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
var entityToClick = _userInterfaceManager.CurrentlyHovered != null ? null : GetEntityUnderPosition(mousePosWorld);
var inRange = false;
@@ -89,17 +89,21 @@ namespace Content.Client.State
}
}
public IEntity GetEntityUnderPosition(GridCoordinates coordinates)
public IEntity GetEntityUnderPosition(MapCoordinates coordinates)
{
var entitiesUnderPosition = GetEntitiesUnderPosition(coordinates);
return entitiesUnderPosition.Count > 0 ? entitiesUnderPosition[0] : null;
}
public IList<IEntity> GetEntitiesUnderPosition(GridCoordinates coordinates)
{
return GetEntitiesUnderPosition(coordinates.ToMap(_mapManager));
}
public IList<IEntity> GetEntitiesUnderPosition(MapCoordinates coordinates)
{
// Find all the entities intersecting our click
var mapCoords = coordinates.ToMap(_mapManager);
var entities = _entityManager.GetEntitiesIntersecting(mapCoords.MapId, mapCoords.Position);
var entities = _entityManager.GetEntitiesIntersecting(coordinates.MapId, coordinates.Position);
// Check the entities against whether or not we can click them
var foundEntities = new List<(IEntity clicked, int drawDepth)>();
@@ -149,10 +153,15 @@ namespace Content.Client.State
var func = args.Function;
var funcId = _inputManager.NetworkBindMap.KeyFunctionID(func);
var mousePosWorld = _eyeManager.ScreenToWorld(args.PointerLocation);
var mousePosWorld = _eyeManager.ScreenToMap(args.PointerLocation);
var entityToClick = GetEntityUnderPosition(mousePosWorld);
var message = new FullInputCmdMessage(_timing.CurTick, funcId, args.State, mousePosWorld,
args.PointerLocation, entityToClick?.Uid ?? EntityUid.Invalid);
if (!_mapManager.TryFindGridAt(mousePosWorld, out var grid))
grid = _mapManager.GetDefaultGrid(mousePosWorld.MapId);
var message = new FullInputCmdMessage(_timing.CurTick, funcId, args.State,
grid.MapToGrid(mousePosWorld), args.PointerLocation,
entityToClick?.Uid ?? EntityUid.Invalid);
// client side command handlers will always be sent the local player session.
var session = _playerManager.LocalPlayer.Session;