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@ -214,7 +214,7 @@ namespace NewHorizons.Builder.Props
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// The number of slides is unlimited, 15 is only for texturing the actual slide reel item. This is not a slide reel item
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// The number of slides is unlimited, 15 is only for texturing the actual slide reel item. This is not a slide reel item
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var slides = info.slides;
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var slides = info.slides;
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var slidesCount = slides.Length;
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var slidesCount = slides.Length;
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var slideCollection = new SlideCollection(slidesCount);
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var slideCollection = new SlideCollection(slidesCount); // TODO: uh I think that info.slides[i].playTimeDuration is not being read here... note to self for when I implement support for that: 0.7 is what to default to if playTimeDuration turns out to be 0
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var imageLoader = AddAsyncLoader(g, mod, info.slides, ref slideCollection);
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var imageLoader = AddAsyncLoader(g, mod, info.slides, ref slideCollection);
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imageLoader.imageLoadedEvent.AddListener((Texture2D tex, int index) => { slideCollection.slides[index]._image = tex; });
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imageLoader.imageLoadedEvent.AddListener((Texture2D tex, int index) => { slideCollection.slides[index]._image = tex; });
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@ -75,9 +75,10 @@ namespace NewHorizons.Builder.Props
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// why does this affect states and not sockets? Well because sockets put the QuantumObject component (QuantumSocketedObject) on the actual props themselves
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// why does this affect states and not sockets? Well because sockets put the QuantumObject component (QuantumSocketedObject) on the actual props themselves
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// while states put the QuantumObject component (NHMultiStateQuantumObject) on the parent, which is located at the center of the planet
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// while states put the QuantumObject component (NHMultiStateQuantumObject) on the parent, which is located at the center of the planet
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// this means that the distance measured by QuantumObject is not accurate, since it's not measuring from the active prop, but from the center of the planet
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// this means that the distance measured by QuantumObject is not accurate, since it's not measuring from the active prop, but from the center of the planet
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var groupRoot = new GameObject("Quantum States - " + quantumGroup.id);
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var groupRoot = new GameObject("Quantum States - " + quantumGroup.id);
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groupRoot.transform.parent = sector?.transform ?? go.transform;
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groupRoot.transform.parent = sector?.transform ?? go.transform;
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groupRoot.transform.position = Vector3.zero; ////propsInGroup.Select(prop => prop.transform.position).Aggregate(Vector3.zero, (runningTotal, position) => runningTotal + position) / propsInGroup.Length;
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groupRoot.transform.position = Vector3.zero;
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var states = new List<QuantumState>();
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var states = new List<QuantumState>();
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foreach(var prop in propsInGroup)
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foreach(var prop in propsInGroup)
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