prepare for stencil portals

This commit is contained in:
2022-12-19 15:13:40 +01:00
parent 88a9f17efe
commit 643e03192a
12 changed files with 955 additions and 793 deletions

View File

@@ -41,7 +41,7 @@ namespace EscapeRoomEngine.Engine.Runtime.Editor
private void PassToNextRoom() private void PassToNextRoom()
{ {
if (EditorApplication.isPlaying) if (Engine.Instance && EditorApplication.isPlaying)
{ {
Engine.Instance.CurrentRoom.Match(some: room => room.EnterRoom()); Engine.Instance.CurrentRoom.Match(some: room => room.EnterRoom());
UpdateUI(); UpdateUI();
@@ -50,7 +50,7 @@ namespace EscapeRoomEngine.Engine.Runtime.Editor
private void SkipCurrentRoom() private void SkipCurrentRoom()
{ {
if (EditorApplication.isPlaying) if (Engine.Instance && EditorApplication.isPlaying)
{ {
Engine.Instance.CurrentRoom.Match(some: room => room.SkipRoom()); Engine.Instance.CurrentRoom.Match(some: room => room.SkipRoom());
UpdateUI(); UpdateUI();
@@ -59,7 +59,7 @@ namespace EscapeRoomEngine.Engine.Runtime.Editor
private void SkipAndPass() private void SkipAndPass()
{ {
if (EditorApplication.isPlaying) if (Engine.Instance && EditorApplication.isPlaying)
{ {
Engine.Instance.CurrentRoom.Match(some: room => room.SkipRoom()); Engine.Instance.CurrentRoom.Match(some: room => room.SkipRoom());
Engine.Instance.CurrentRoom.Match(some: room => room.EnterRoom()); Engine.Instance.CurrentRoom.Match(some: room => room.EnterRoom());
@@ -69,7 +69,7 @@ namespace EscapeRoomEngine.Engine.Runtime.Editor
private void UpdateUI() private void UpdateUI()
{ {
if (EditorApplication.isPlaying) if (Engine.Instance && EditorApplication.isPlaying)
{ {
if (!_registeredUpdateEvent) if (!_registeredUpdateEvent)
{ {
@@ -82,9 +82,9 @@ namespace EscapeRoomEngine.Engine.Runtime.Editor
_registeredUpdateEvent = false; _registeredUpdateEvent = false;
} }
_passToNextRoomButton.SetEnabled(EditorApplication.isPlaying && Engine.Instance.NumberOfRooms > 1); _passToNextRoomButton.SetEnabled(EditorApplication.isPlaying && Engine.Instance && Engine.Instance.NumberOfRooms > 1);
_skipCurrentRoomButton.SetEnabled(EditorApplication.isPlaying && Engine.Instance.NumberOfRooms > 0); _skipCurrentRoomButton.SetEnabled(EditorApplication.isPlaying && Engine.Instance && Engine.Instance.NumberOfRooms > 0);
_skipAndPassButton.SetEnabled(EditorApplication.isPlaying && Engine.Instance.NumberOfRooms > 0); _skipAndPassButton.SetEnabled(EditorApplication.isPlaying && Engine.Instance && Engine.Instance.NumberOfRooms > 0);
} }
} }
#endif #endif

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