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

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