Description:
Tidy code up a little.
Commit status:
[Not Reviewed]
References:
Comments:
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r387:3e6d47bcdcdb -

@@ -12,8 +12,10
12 public struct DialogComponent : IComponent/*, IHasEntity*/ {
12 public struct DialogComponent : IComponent/*, IHasEntity*/ {
13 public string Knot;
13 public string Knot;
14 public string CurrentDialog;
14 public string CurrentDialog;
15 // public Entity Entity {get; set;}
16 public string CurrentSpeaker;
15 public string CurrentSpeaker;
17 public List<string> Options;
16 public List<string> Options;
17 public bool Hydrated { get {
18 return (this.CurrentDialog != null)
19 && (this.CurrentSpeaker != null); }}
18 }
20 }
19 }
21 }
@@ -150,7 +150,7
150 //Don't try to use entity we just destroyed:
150 //Don't try to use entity we just destroyed:
151 && (entity.ID != choiceMessage.Entity.ID)
151 && (entity.ID != choiceMessage.Entity.ID)
152
152
153 && (GetComponent<DialogComponent>(entity).CurrentDialog == null))
153 && (!GetComponent<DialogComponent>(entity).Hydrated))
154 {
154 {
155 lowestID = entity.ID;
155 lowestID = entity.ID;
156 lowestEntity = entity;
156 lowestEntity = entity;
@@ -136,7 +136,7
136
136
137 }
137 }
138 }
138 }
139 if (dialogNode.CurrentDialog != null)
139 if (dialogNode.Hydrated)
140 {
140 {
141 var show = true;
141 var show = true;
142 var paused = true;
142 var paused = true;
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