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Added new ComponentEvents system in IEventBus. (#1601)
* Added new ComponentEventBus, combined it with IEventBus. * Removed all traces of IEntity from ComponentDependencies. Removed IEntityManager dependency from ComponentManager. * Added entity create/delete events to IEntityManager. * ComponentEvents now use EntitySystemMessages instead of their custom ComponentEvent class. * Component events are now just overloads of entity events. * Removed obsolete EntitySystemMessage, now everything uses the base EntityEventArgs. * Add a bool argument for if the message should be broadcast as well as directed. Fix ordering and init issues of events in EntityManager. * Changed names from Component/Entity events to Directed/Broadcast. * Fix bugs and unit tests.
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@@ -106,7 +106,7 @@ namespace Robust.Client.GameObjects
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/// <summary>
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/// Event raised by a <see cref="ClientOccluderComponent"/> when it needs to be recalculated.
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/// </summary>
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internal sealed class OccluderDirtyEvent : EntitySystemMessage
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internal sealed class OccluderDirtyEvent : EntityEventArgs
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{
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public OccluderDirtyEvent(IEntity sender, (GridId grid, Vector2i pos)? lastPosition, SnapGridOffset offset)
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{
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@@ -157,7 +157,7 @@ namespace Robust.Client.GameObjects
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/// <summary>
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/// Entity system message that is raised when the player changes attached entities.
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/// </summary>
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public class PlayerAttachSysMessage : EntitySystemMessage
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public class PlayerAttachSysMessage : EntityEventArgs
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{
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/// <summary>
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/// New entity the player is attached to.
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