Inline EntityManager
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@@ -3,6 +3,7 @@ using System.Collections.Generic;
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using Content.Server.Stack;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Construction.Components
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@@ -52,7 +53,7 @@ namespace Content.Server.Construction.Components
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if (string.IsNullOrEmpty(BoardPrototype))
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return;
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var entityManager = Owner.EntityManager;
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var entityManager = IoCManager.Resolve<IEntityManager>();
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if (existedBoard || existedParts)
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{
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@@ -88,7 +89,7 @@ namespace Content.Server.Construction.Components
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{
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var stack = EntitySystem.Get<StackSystem>().Spawn(amount, stackType, Owner.Transform.Coordinates);
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if (!partContainer.Insert(Owner.EntityManager.GetEntity(stack)))
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if (!partContainer.Insert(IoCManager.Resolve<IEntityManager>().GetEntity(stack)))
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throw new Exception($"Couldn't insert machine material of type {stackType} to machine with prototype {Owner.Prototype?.ID ?? "N/A"}");
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}
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@@ -318,7 +318,7 @@ namespace Content.Server.Construction.Components
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if (splitStack == null)
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return false;
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if(!_partContainer.Insert(Owner.EntityManager.GetEntity(splitStack.Value)))
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if(!_partContainer.Insert(IoCManager.Resolve<IEntityManager>().GetEntity(splitStack.Value)))
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return false;
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_materialProgress[type] += needed;
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@@ -8,6 +8,7 @@ using Content.Shared.Stacks;
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using Content.Shared.Tools;
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using Content.Shared.Tools.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.ViewVariables;
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@@ -65,7 +66,7 @@ namespace Content.Server.Construction.Components
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// spawn each result after refine
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foreach (var result in _refineResult!)
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{
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var droppedEnt = Owner.EntityManager.SpawnEntity(result, resultPosition);
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var droppedEnt = IoCManager.Resolve<IEntityManager>().SpawnEntity(result, resultPosition);
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// TODO: If something has a stack... Just use a prototype with a single thing in the stack.
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// This is not a good way to do it.
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