Update to Beef 0.24.4

This commit is contained in:
Matt Thorson
2020-05-20 11:46:25 -07:00
parent 17fc10eb7c
commit 59a2eaaed6
5 changed files with 42 additions and 25 deletions

View File

@ -338,7 +338,7 @@ namespace Strawberry
public bool Check<T>() where T : Entity
{
for (var e in Scene.All<T>(scope List<T>))
for (var e in Scene.All<T>(scope List<T>()))
if (Check(e))
return true;
@ -347,7 +347,7 @@ namespace Strawberry
public bool Check<T>(Point offset) where T : Entity
{
for (var e in Scene.All<T>(scope List<T>))
for (var e in Scene.All<T>(scope List<T>()))
if (Check(e, offset))
return true;
@ -356,7 +356,7 @@ namespace Strawberry
public bool CheckOutside<T>(Point offset) where T : Entity
{
for (var e in Scene.All<T>(scope List<T>))
for (var e in Scene.All<T>(scope List<T>()))
if (CheckOutside(e, offset))
return true;
@ -365,7 +365,7 @@ namespace Strawberry
public T First<T>() where T : Entity
{
for (var e in Scene.All<T>(scope List<T>))
for (var e in Scene.All<T>(scope List<T>()))
if (Check(e))
return e;
@ -374,7 +374,7 @@ namespace Strawberry
public T First<T>(Point offset) where T : Entity
{
for (var e in Scene.All<T>(scope List<T>))
for (var e in Scene.All<T>(scope List<T>()))
if (Check(e, offset))
return e;
@ -383,7 +383,7 @@ namespace Strawberry
public T FirstOutside<T>(Point offset) where T : Entity
{
for (var e in Scene.All<T>(scope List<T>))
for (var e in Scene.All<T>(scope List<T>()))
if (CheckOutside(e, offset))
return e;
@ -392,7 +392,7 @@ namespace Strawberry
public List<T> All<T>(List<T> into) where T : Entity
{
for (var e in Scene.All<T>(scope List<T>))
for (var e in Scene.All<T>(scope List<T>()))
if (Check(e))
into.Add(e);
@ -401,7 +401,7 @@ namespace Strawberry
public List<T> All<T>(Point offset, List<T> into) where T : Entity
{
for (var e in Scene.All<T>(scope List<T>))
for (var e in Scene.All<T>(scope List<T>()))
if (Check(e, offset))
into.Add(e);
@ -410,7 +410,7 @@ namespace Strawberry
public List<T> AllOutside<T>(Point offset, List<T> into) where T : Entity
{
for (var e in Scene.All<T>(scope List<T>))
for (var e in Scene.All<T>(scope List<T>()))
if (CheckOutside(e, offset))
into.Add(e);