Change all of body system to use entities and components (#2074)
* Early commit * Early commit 2 * merging master broke my git * does anyone even read these * life is fleeting * it just works * this time passing integration tests * Remove hashset yaml serialization for now * You got a license for those nullables? * No examine, no context menu, part and mechanism parenting and visibility * Fix wrong brain sprite state * Removing layers was a mistake * just tear body system a new one and see if it still breathes * Remove redundant code * Add that comment back * Separate damage and body, component states, stomach rework * Add containers for body parts * Bring layers back pls * Fix parts magically changing color * Reimplement sprite layer visibility * Fix tests * Add leg test * Active legs is gone Crab rave * Merge fixes, rename DamageState to CurrentState * Remove IShowContextMenu and ICanExamine
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@@ -43,8 +43,8 @@ namespace Content.IntegrationTests.Tests
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entities = tileLookup.GetEntitiesIntersecting(gridOne.Index, new MapIndices(1000, 1000)).ToList();
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Assert.That(entities.Count, Is.EqualTo(0));
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var entityOne = entityManager.SpawnEntity("HumanMob_Content", new EntityCoordinates(gridOne.GridEntityId, Vector2.Zero));
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entityManager.SpawnEntity("HumanMob_Content", new EntityCoordinates(gridOne.GridEntityId, Vector2.One));
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var entityOne = entityManager.SpawnEntity("Food4NoRaisins", new EntityCoordinates(gridOne.GridEntityId, Vector2.Zero));
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entityManager.SpawnEntity("Food4NoRaisins", new EntityCoordinates(gridOne.GridEntityId, Vector2.One));
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var entityTiles = tileLookup.GetIndices(entityOne);
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Assert.That(entityTiles.Count, Is.EqualTo(2));
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