Replace every usage of GridCoordinates with EntityCoordinates (#2021)
* Update RobustToolbox * Transition direct type usages * More updates * Fix invalid use of to map * Update RobustToolbox * Fix dropping items * Rename name usages of "GridCoordinates" to "EntityCoordinates" * Revert "Update RobustToolbox" This reverts commit 9f334a17c5908ded0043a63158bb671e4aa3f346. * Revert "Update RobustToolbox" This reverts commit 3a9c8cfa3606fa501aa84407796d2ad920853a09. # Conflicts: # RobustToolbox * Fix cursed IMapGrid method usage. * GridTileLookupTest now uses EntityCoordinates Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
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@@ -39,7 +39,7 @@ namespace Content.Shared.GameObjects.Components.Movement
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/// </summary>
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(Vector2 walking, Vector2 sprinting) VelocityDir { get; }
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GridCoordinates LastPosition { get; set; }
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EntityCoordinates LastPosition { get; set; }
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float StepSoundDistance { get; set; }
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@@ -132,7 +132,7 @@ namespace Content.Shared.GameObjects.Components.Movement
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}
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}
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public abstract GridCoordinates LastPosition { get; set; }
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public abstract EntityCoordinates LastPosition { get; set; }
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public abstract float StepSoundDistance { get; set; }
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/// <summary>
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@@ -38,9 +38,9 @@ namespace Content.Shared.GameObjects.Components.Movement
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[Serializable, NetSerializable]
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public class TeleportMessage : ComponentMessage
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{
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public readonly GridCoordinates Target;
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public readonly EntityCoordinates Target;
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public TeleportMessage(GridCoordinates target)
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public TeleportMessage(EntityCoordinates target)
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{
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Target = target;
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}
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@@ -31,23 +31,23 @@ namespace Content.Shared.GameObjects.Components
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{
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// To see what these do look at DoAfter and DoAfterEventArgs
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public byte ID { get; }
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public TimeSpan StartTime { get; }
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public GridCoordinates UserGrid { get; }
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public GridCoordinates TargetGrid { get; }
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public EntityCoordinates UserGrid { get; }
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public EntityCoordinates TargetGrid { get; }
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public EntityUid TargetUid { get; }
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public float Delay { get; }
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// TODO: The other ones need predicting
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public bool BreakOnUserMove { get; }
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public bool BreakOnTargetMove { get; }
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public DoAfterMessage(byte id, GridCoordinates userGrid, GridCoordinates targetGrid, TimeSpan startTime, float delay, bool breakOnUserMove, bool breakOnTargetMove, EntityUid targetUid = default)
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public DoAfterMessage(byte id, EntityCoordinates userGrid, EntityCoordinates targetGrid, TimeSpan startTime, float delay, bool breakOnUserMove, bool breakOnTargetMove, EntityUid targetUid = default)
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{
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ID = id;
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UserGrid = userGrid;
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@@ -59,4 +59,4 @@ namespace Content.Shared.GameObjects.Components
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TargetUid = targetUid;
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}
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}
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}
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}
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