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