mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2025-01-30 21:09:19 +01:00
Check if the ESS singleton exists before accessing it in CharacterSkeleton's set_entity_type.
This commit is contained in:
parent
029467ab2c
commit
acf01d3cec
@ -34,11 +34,13 @@ int CharacterSkeleton2D::get_entity_type() const {
|
|||||||
void CharacterSkeleton2D::set_entity_type(const int value) {
|
void CharacterSkeleton2D::set_entity_type(const int value) {
|
||||||
_entity_type = value;
|
_entity_type = value;
|
||||||
|
|
||||||
int bones_size = ESS::get_singleton()->skeletons_bones_index_get(_entity_type).get_slice_count(",");
|
if (ESS::get_singleton()) {
|
||||||
int attachment_size = ESS::get_singleton()->skeletons_bone_attachment_index_get(_entity_type).get_slice_count(",");
|
int bones_size = ESS::get_singleton()->skeletons_bones_index_get(_entity_type).get_slice_count(",");
|
||||||
|
int attachment_size = ESS::get_singleton()->skeletons_bone_attachment_index_get(_entity_type).get_slice_count(",");
|
||||||
|
|
||||||
_attach_point_nodes.resize(attachment_size);
|
_attach_point_nodes.resize(attachment_size);
|
||||||
_entries.resize(bones_size);
|
_entries.resize(bones_size);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
int CharacterSkeleton2D::get_model_index() {
|
int CharacterSkeleton2D::get_model_index() {
|
||||||
@ -256,7 +258,7 @@ void CharacterSkeleton2D::add_model_visual_entry(Ref<ModelVisual> vis, Ref<Model
|
|||||||
|
|
||||||
int target_bone_idx = ive->get_bone();
|
int target_bone_idx = ive->get_bone();
|
||||||
|
|
||||||
Vector<Ref<SkeletonModelEntry> > &entries = _entries.write[target_bone_idx];
|
Vector<Ref<SkeletonModelEntry>> &entries = _entries.write[target_bone_idx];
|
||||||
|
|
||||||
for (int i = 0; i < entries.size(); ++i) {
|
for (int i = 0; i < entries.size(); ++i) {
|
||||||
Ref<SkeletonModelEntry> e = entries.get(i);
|
Ref<SkeletonModelEntry> e = entries.get(i);
|
||||||
@ -298,7 +300,7 @@ void CharacterSkeleton2D::remove_model_visual_entry(Ref<ModelVisual> vis, Ref<Mo
|
|||||||
|
|
||||||
int target_bone_idx = ive->get_bone();
|
int target_bone_idx = ive->get_bone();
|
||||||
|
|
||||||
Vector<Ref<SkeletonModelEntry> > &entries = _entries.write[target_bone_idx];
|
Vector<Ref<SkeletonModelEntry>> &entries = _entries.write[target_bone_idx];
|
||||||
|
|
||||||
for (int i = 0; i < entries.size(); ++i) {
|
for (int i = 0; i < entries.size(); ++i) {
|
||||||
Ref<SkeletonModelEntry> e = entries.get(i);
|
Ref<SkeletonModelEntry> e = entries.get(i);
|
||||||
@ -332,7 +334,7 @@ int CharacterSkeleton2D::get_model_entry_count(const int bone_index) {
|
|||||||
|
|
||||||
void CharacterSkeleton2D::sort_layers() {
|
void CharacterSkeleton2D::sort_layers() {
|
||||||
for (int i = 0; i < _entries.size(); ++i) {
|
for (int i = 0; i < _entries.size(); ++i) {
|
||||||
Vector<Ref<SkeletonModelEntry> > &entries = _entries.write[i];
|
Vector<Ref<SkeletonModelEntry>> &entries = _entries.write[i];
|
||||||
|
|
||||||
entries.sort_custom<_ModelEntryComparator>();
|
entries.sort_custom<_ModelEntryComparator>();
|
||||||
}
|
}
|
||||||
|
@ -34,11 +34,13 @@ int CharacterSkeleton3D::get_entity_type() const {
|
|||||||
void CharacterSkeleton3D::set_entity_type(const int value) {
|
void CharacterSkeleton3D::set_entity_type(const int value) {
|
||||||
_entity_type = value;
|
_entity_type = value;
|
||||||
|
|
||||||
int bones_size = ESS::get_singleton()->skeletons_bones_index_get(_entity_type).get_slice_count(",");
|
if (ESS::get_singleton()) {
|
||||||
int attachment_size = ESS::get_singleton()->skeletons_bone_attachment_index_get(_entity_type).get_slice_count(",");
|
int bones_size = ESS::get_singleton()->skeletons_bones_index_get(_entity_type).get_slice_count(",");
|
||||||
|
int attachment_size = ESS::get_singleton()->skeletons_bone_attachment_index_get(_entity_type).get_slice_count(",");
|
||||||
|
|
||||||
_attach_point_nodes.resize(attachment_size);
|
_attach_point_nodes.resize(attachment_size);
|
||||||
_entries.resize(bones_size);
|
_entries.resize(bones_size);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
int CharacterSkeleton3D::get_model_index() {
|
int CharacterSkeleton3D::get_model_index() {
|
||||||
|
Loading…
Reference in New Issue
Block a user