Inline Transform
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@@ -63,7 +63,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.ActionBlocking
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cuffs = entityManager.SpawnEntity("HandcuffsDummy", coordinates);
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secondCuffs = entityManager.SpawnEntity("HandcuffsDummy", coordinates);
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human.Transform.WorldPosition = otherHuman.Transform.WorldPosition;
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IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(human.Uid).WorldPosition = IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(otherHuman.Uid).WorldPosition;
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// Test for components existing
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ref CuffableComponent? comp = ref cuffed!;
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@@ -335,7 +335,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
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{
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// drop the item, and the item actions should go away
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IoCManager.Resolve<IEntityManager>().GetComponent<HandsComponent>(serverPlayerEnt.Uid)
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.TryDropEntity(serverFlashlight, serverPlayerEnt.Transform.Coordinates, false);
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.TryDropEntity(serverFlashlight, IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(serverPlayerEnt.Uid).Coordinates, false);
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Assert.That(serverActionsComponent.ItemActionStates().ContainsKey(serverFlashlight.Uid), Is.False);
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});
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@@ -60,7 +60,7 @@ 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(human.Transform.WorldPosition, table.Transform.WorldPosition);
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climbing.TryMoveTo(IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(human.Uid).WorldPosition, IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(table.Uid).WorldPosition);
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var body = IoCManager.Resolve<IEntityManager>().GetComponent<IPhysBody>(human.Uid);
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// TODO: Check it's climbing
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