trying manual attributeset attribution
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@@ -41,8 +41,8 @@ public partial class SelectedAbility : Control
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public void AbilityUpdated()
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{
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var icon = _icon ?? GetNode<TextureRect>("HBoxContainer/Icon");
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var title = _title ?? GetNode<Label>("HBoxContainer/Title");
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var icon = _icon ?? GetNode<TextureRect>("%Icon");
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var title = _title ?? GetNode<Label>("%Title");
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if (icon == null || title == null) return;
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if (_ability == null)
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{
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@@ -24,11 +24,14 @@ using GodotStateCharts;
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using Movementtests.addons.godot_state_charts.csharp;
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using Movementtests.forge.abilities;
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using Movementtests.forge.attribute_sets;
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using Movementtests.interfaces;
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using Movementtests.systems;
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using Movementtests.player_controller.Scripts;
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using Movementtests.managers;
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using Movementtests.scenes.components.knockback;
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using Movementtests.scenes.enemies;
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using Movementtests.scenes.player_controller.scripts;
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using Movementtests.tools;
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using Movementtests.tools.calculators;
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using RustyOptions;
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@@ -476,7 +479,8 @@ public partial class PlayerController : CharacterBody3D, IForgeEntity, ICueHandl
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LoadSettings();
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// General use stuff
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Attributes = new EntityAttributes([.. ForgeUtils.CollectAttributeList(this)]);
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// Attributes = new EntityAttributes([.. ForgeUtils.CollectAttributeList(this)]);
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Attributes = new EntityAttributes([new CharacterAttributeSet(), new PlayerAttributeSet(), new MetaAttributeSet()]);
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HealthAttribute = Attributes["CharacterAttributeSet.Health"];
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ManaAttribute = Attributes["PlayerAttributeSet.Mana"];
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