Remove IPhysBody (#13297)
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@@ -7,6 +7,7 @@ using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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namespace Content.IntegrationTests.Tests.Doors
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{
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@@ -114,7 +115,7 @@ namespace Content.IntegrationTests.Tests.Doors
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var mapManager = server.ResolveDependency<IMapManager>();
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var entityManager = server.ResolveDependency<IEntityManager>();
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IPhysBody physBody = null;
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PhysicsComponent physBody = null;
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EntityUid physicsDummy = default;
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EntityUid airlock = default;
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DoorComponent doorComponent = null;
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@@ -145,7 +146,7 @@ namespace Content.IntegrationTests.Tests.Doors
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for (var i = 0; i < 240; i += 10)
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{
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// Keep the airlock awake so they collide
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await server.WaitPost(() => entityManager.GetComponent<IPhysBody>(airlock).WakeBody());
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await server.WaitPost(() => entityManager.GetComponent<PhysicsComponent>(airlock).WakeBody());
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await server.WaitRunTicks(10);
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await server.WaitIdleAsync();
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@@ -59,7 +59,7 @@ 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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// EntitySystem.Get<ClimbSystem>().MoveEntityToward(human, table, climbing:climbing);
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// var body = entityManager.GetComponent<IPhysBody>(human);
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// var body = entityManager.GetComponent<PhysicsComponent>(human);
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// // TODO: Check it's climbing
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//
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// // Force the player out of climb state. It should immediately remove the ClimbController.
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