Bugfix for location lines
- Fixes a timing issue which would cause shadow lines to appear when hovering on a snap point - Fixes a missing nil check that would cause errors during onUpdate if the card had no connections
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31006694b8
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@ -136,18 +136,25 @@ function onObjectPickUp(player, object)
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local objType = object.name
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if objType ~= "Card" and objType ~= "CardCustom" then return end
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-- onCollisionExit fires first, so we have to check the card to see if it's a location we should
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-- be tracking
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-- onCollisionExit USUALLY fires first, so we have to check the card to see if it's a location we
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-- should be tracking
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if showLocationLinks() and isInPlayArea(object) and object.getGMNotes() ~= nil and object.getGMNotes() ~= "" then
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local pickedUpGuid = object.getGUID()
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local metadata = JSON.decode(object.getGMNotes())
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if (metadata.type == "Location") then
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draggingGuids[pickedUpGuid] = metadata
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rebuildConnectionList()
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-- onCollisionExit sometimes comes 1 frame after onObjectPickUp (rather than before it or in
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-- the same frame). This causes a mismatch in the data between dragging the on-table, and
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-- that one frame draws connectors on the card which then show up as shadows for snap points.
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-- Waiting ensures we always do thing in the expected Exit->PickUp order
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Wait.frames(function()
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draggingGuids[pickedUpGuid] = metadata
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rebuildConnectionList()
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end, 2)
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end
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end
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end
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function onUpdate()
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-- Due to the frequence of onUpdate calls, ensure that we only process any changes to the
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-- connection list once, and only redraw once
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@ -356,7 +363,7 @@ function drawDraggingConnections()
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-- Objects should reliably exist at this point, but since this can be called during onUpdate the
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-- object checks are conservative just to make sure.
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local origin = getObjectFromGUID(originGuid)
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if draggingGuids[originGuid] and origin != nil then
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if draggingGuids[originGuid] and origin ~= nil and targetGuids ~= nil then
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ownedVectors[originGuid] = { }
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for targetGuid, direction in pairs(targetGuids) do
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local target = getObjectFromGUID(targetGuid)
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