Use the intended method to create a CubeListData
The block can be selected but not placed
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1 changed files with 14 additions and 17 deletions
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@ -111,9 +111,8 @@ namespace GamecraftModdingAPI.Blocks
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/*var res = Addressables.LoadContentCatalogAsync("customCatalog.json");
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while (!res.IsDone) yield return Yield.It;*/
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for (int i = 0; i < prefabData.Count; i++)
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foreach (var gameObject in prefabs)
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{
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var gameObject = prefabs[i];
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switch (gameObject.name)
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{
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case "Cube":
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@ -251,21 +250,19 @@ namespace GamecraftModdingAPI.Blocks
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public static void Prefix(World physicsWorld, BlobAssetStore blobStore, IDataDB dataDB)
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{
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data = (physicsWorld, blobStore);
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var blocks = dataDB.GetValues<CubeListData>();
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blocks.Add("modded_ConsoleBlock", new CubeListData
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{
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cubeType = CubeType.Block,
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cubeCategory = CubeCategory.ConsoleBlock,
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inventoryCategory = InventoryCategory.Logic,
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ID = 500,
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Path = "Assets/Prefabs/Cube.prefab", //Index out of range exception: Asset failed to load (wrong path)
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SpriteName = "CTR_CommandBlock",
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CubeNameKey = "strConsoleBlock",
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SelectableFaces = new[] {0, 1, 2, 3, 4, 5},
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GridScale = new[] {1, 1, 1},
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Mass = 1,
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JointBreakAngle = 1
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});
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//RobocraftX.CR.MachineEditing.UpdateSelectedGhostBlockEngine.UpdateGhostBlock
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var cld = (CubeListData) ((DataImplementor) dataDB).CreateDataObject("500", typeof(CubeListData), null);
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cld.cubeType = CubeType.Block;
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cld.cubeCategory = CubeCategory.General;
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cld.inventoryCategory = InventoryCategory.Shapes;
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cld.ID = 500;
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cld.Path = "Assets/Prefabs/Cube.prefab"; //Index out of range exception: Asset failed to load (wrong path)
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cld.SpriteName = "CTR_CommandBlock";
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cld.CubeNameKey = "strConsoleBlock";
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cld.SelectableFaces = new[] {0, 1, 2, 3, 4, 5};
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cld.GridScale = new[] {1, 1, 1};
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cld.Mass = 1;
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cld.JointBreakAngle = 1;
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}
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public static MethodBase TargetMethod()
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