Try catch detail fixes

This commit is contained in:
Nick 2023-08-24 12:27:05 -04:00
parent ac188d0946
commit 6f68750117

View File

@ -115,6 +115,9 @@ namespace NewHorizons.Builder.Props
var existingSectors = new HashSet<Sector>(prop.GetComponentsInChildren<Sector>(true)); var existingSectors = new HashSet<Sector>(prop.GetComponentsInChildren<Sector>(true));
foreach (var component in prop.GetComponentsInChildren<Component>(true)) foreach (var component in prop.GetComponentsInChildren<Component>(true))
{
// Rather than having the entire prop not exist when a detail fails let's just try-catch and log an error
try
{ {
// Components can come through as null here (yes, really), // Components can come through as null here (yes, really),
// Usually if a script was added to a prefab in an asset bundle but isn't present in the loaded mod DLLs // Usually if a script was added to a prefab in an asset bundle but isn't present in the loaded mod DLLs
@ -136,6 +139,11 @@ namespace NewHorizons.Builder.Props
FixComponent(component, go, detail.ignoreSun); FixComponent(component, go, detail.ignoreSun);
} }
catch(Exception e)
{
NHLogger.LogError($"Failed to correct component {component?.GetType()?.Name} on {go?.name} - {e}");
}
}
if (detail.path != null) if (detail.path != null)
{ {
@ -155,7 +163,7 @@ namespace NewHorizons.Builder.Props
} }
} }
// Items shouldn't use these else they get weird // Items should always be kept loaded else they will vanish in your hand as you leave the sector
if (isItem) detail.keepLoaded = true; if (isItem) detail.keepLoaded = true;
prop.transform.localScale = detail.stretch ?? (detail.scale != 0 ? Vector3.one * detail.scale : prefab.transform.localScale); prop.transform.localScale = detail.stretch ?? (detail.scale != 0 ? Vector3.one * detail.scale : prefab.transform.localScale);