fixed line endings

This commit is contained in:
FreezeDriedMangoes 2022-05-25 17:42:18 -04:00
parent 5943e306ba
commit 5cc232ee8c
3 changed files with 33 additions and 33 deletions

View File

@ -157,9 +157,9 @@ namespace NewHorizons.Builder.Props
// Fix vision torch
if (component is VisionTorchItem)
{
(component as VisionTorchItem).enabled = true;
(component as VisionTorchItem).mindProjectorTrigger.enabled = true;
(component as VisionTorchItem).mindSlideProjector._mindProjectorImageEffect = GameObject.Find("Player_Body/PlayerCamera").GetComponent<MindProjectorImageEffect>();
(component as VisionTorchItem).enabled = true;
(component as VisionTorchItem).mindProjectorTrigger.enabled = true;
(component as VisionTorchItem).mindSlideProjector._mindProjectorImageEffect = GameObject.Find("Player_Body/PlayerCamera").GetComponent<MindProjectorImageEffect>();
}
}
else

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@ -73,11 +73,11 @@ namespace NewHorizons.Builder.Props
AddModules(slideInfo, ref slide);
slideCollection.slides[i] = slide;
}
// this variable just lets us track how many of the first 15 slides have been loaded.
// this way as soon as the last one is loaded (due to async loading, this may be
// slide 7, or slide 3, or whatever), we can build the slide reel texture. This allows us
}
// this variable just lets us track how many of the first 15 slides have been loaded.
// this way as soon as the last one is loaded (due to async loading, this may be
// slide 7, or slide 3, or whatever), we can build the slide reel texture. This allows us
// to avoid doing a "is every element in the array `textures` not null" check every time a texture finishes loading
int displaySlidesLoaded = 0;
imageLoader.imageLoadedEvent.AddListener(
@ -93,7 +93,7 @@ namespace NewHorizons.Builder.Props
}
if (displaySlidesLoaded >= textures.Length)
{
{
// all textures required to build the reel's textures have been loaded
var slidesBack = slideReelObj.transform.Find("Props_IP_SlideReel_7/Slides_Back").GetComponent<MeshRenderer>();
var slidesFront = slideReelObj.transform.Find("Props_IP_SlideReel_7/Slides_Front").GetComponent<MeshRenderer>();
@ -248,12 +248,12 @@ namespace NewHorizons.Builder.Props
//
var mindSlideProjector = standingTorch.GetComponent<MindSlideProjector>();
mindSlideProjector._mindProjectorImageEffect = GameObject.Find("Player_Body/PlayerCamera").GetComponent<MindProjectorImageEffect>();
// setup for visually supporting async texture loading
mindSlideProjector.enabled = false;
var visionBeamEffect = SearchUtilities.FindChild(standingTorch, "VisionBeam");
visionBeamEffect.SetActive(false);
mindSlideProjector._mindProjectorImageEffect = GameObject.Find("Player_Body/PlayerCamera").GetComponent<MindProjectorImageEffect>();
// setup for visually supporting async texture loading
mindSlideProjector.enabled = false;
var visionBeamEffect = SearchUtilities.FindChild(standingTorch, "VisionBeam");
visionBeamEffect.SetActive(false);
//
// set up slides
@ -276,10 +276,10 @@ namespace NewHorizons.Builder.Props
slideCollection.slides[i] = slide;
}
// this variable just lets us track how many of the slides have been loaded.
// this way as soon as the last one is loaded (due to async loading, this may be
// slide 7, or slide 3, or whatever), we can enable the vision torch. This allows us
// this variable just lets us track how many of the slides have been loaded.
// this way as soon as the last one is loaded (due to async loading, this may be
// slide 7, or slide 3, or whatever), we can enable the vision torch. This allows us
// to avoid doing a "is every element in the array `slideCollection.slides` not null" check every time a texture finishes loading
int displaySlidesLoaded = 0;
imageLoader.imageLoadedEvent.AddListener(
@ -289,8 +289,8 @@ namespace NewHorizons.Builder.Props
displaySlidesLoaded++; // threading moment
if (displaySlidesLoaded >= slides.Length)
{
mindSlideProjector.enabled = true;
{
mindSlideProjector.enabled = true;
visionBeamEffect.SetActive(true);
}
}
@ -305,7 +305,7 @@ namespace NewHorizons.Builder.Props
// make sure that these slides play when the player wanders into the beam
// _slideCollectionItem is actually a reference to a SlideCollectionContainer. Not a slide reel item
mindSlideProjector._mindSlideCollection = mindSlideCollection;
mindSlideProjector._slideCollectionItem = slideCollectionContainer;
mindSlideProjector._slideCollectionItem = slideCollectionContainer;
mindSlideProjector.SetMindSlideCollection(mindSlideCollection);
@ -364,9 +364,9 @@ namespace NewHorizons.Builder.Props
}
}
public class VisionTorchTarget : MonoBehaviour
public class VisionTorchTarget : MonoBehaviour
{
public MindSlideCollection slideCollection;
public SlideCollectionContainer slideCollectionContainer;
public MindSlideCollection slideCollection;
public SlideCollectionContainer slideCollectionContainer;
}
}

View File

@ -119,14 +119,14 @@ namespace NewHorizons.Utility
}
*/
public static GameObject FindChild(GameObject g, string childName)
{
foreach(Transform child in g.transform)
{
if (child.gameObject.name == childName) return child.gameObject;
}
return null;
public static GameObject FindChild(GameObject g, string childName)
{
foreach(Transform child in g.transform)
{
if (child.gameObject.name == childName) return child.gameObject;
}
return null;
}
public static GameObject Find(string path)