The Wait Is Over. (#49)

* Move submodule to Godot

* Update submodule AGAIN.

* Update project files.

* Remove WearableAnimatedSprite from prototypes.

* Remove content repo resource copier.

* Update submodule.

* Fix resource handling.

* Content.Client compiles by commenting out hands GUI.

* Update submodule.

* Fix prototype textures and update submodule.

* Update Submodule.

* Update submodule SOME MORE!

* Random WiP shit I guess

* Make omnisharp not choke on buildchecker.

* Update submodule.

* Highly WiP broken HandsGui code.

* Ok maybe let's not insult omnisharp.

* Fix annoying Omnisharp warning.

* Update submodule.

* Update submodule.

* Hey I forgot to push this but it didn't conflict!

* Fix hands GUI on godot.

* Update submodule.

* Obligatory submodule update.

* Work on exports.

* Work on exports.

* Update submodule.

* Update submodule.

* Fix dumb case mismatch between content and engine

* work pls.

* This maybe.

* Now!

* Update submodule.

* update submodule.

* Some WiP work on exporting aaah.

* OK READY FOR THE BUILDS SERVER.

* Probably should've made those commits in a different order.

* DO THE THING

* update submodule.

* Updates for effects system.

* Update submodule.

* Make file/line numbers show up on Windows Godot.

* Set submodule to master.
This commit is contained in:
Pieter-Jan Briers
2018-04-07 15:31:38 +02:00
committed by GitHub
parent 128728bfcb
commit 6704245a41
46 changed files with 579 additions and 668 deletions

View File

@@ -12,8 +12,8 @@ namespace Content.Client.GameObjects
public bool Opened { get; private set; }
private SpriteComponent spriteComponent;
private string OpenSprite = "door_ewo";
private string CloseSprite = "door_ew";
private string OpenSprite = "Objects/door_ewo.png";
private string CloseSprite = "Objects/door_ew.png";
public override void Initialize()
{

View File

@@ -30,19 +30,27 @@ namespace Content.Client.GameObjects
hands.Clear();
foreach (var hand in cast.Hands)
{
hands[hand.Key] = Owner.EntityManager.GetEntity(hand.Value);
IEntity entity = null;
try
{
entity = Owner.EntityManager.GetEntity(hand.Value);
}
catch
{
// Nothing.
}
hands[hand.Key] = entity;
}
ActiveIndex = cast.ActiveIndex;
// Tell UI to update.
var uiMgr = IoCManager.Resolve<IUserInterfaceManager>();
if (!uiMgr.TryGetSingleComponent<HandsGui>(out var component))
if (!uiMgr.StateRoot.TryGetChild<HandsGui>("HandsGui", out var control))
{
component = new HandsGui();
uiMgr.AddComponent(component);
control = new HandsGui();
uiMgr.StateRoot.AddChild(control);
}
component.UpdateHandIcons();
control.UpdateHandIcons();
}
public void SendChangeHand(string index)