Validate ShaderPrototype IDs (#38728)
* Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later
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@@ -29,6 +29,10 @@ namespace Content.Client.Interaction;
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/// </summary>
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public sealed class DragDropSystem : SharedDragDropSystem
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{
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private static readonly ProtoId<ShaderPrototype> ShaderDropTargetInRange = "SelectionOutlineInrange";
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private static readonly ProtoId<ShaderPrototype> ShaderDropTargetOutOfRange = "SelectionOutline";
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[Dependency] private readonly IStateManager _stateManager = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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@@ -54,12 +58,6 @@ public sealed class DragDropSystem : SharedDragDropSystem
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// mousedown event so it can be treated like a regular click
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private const float MaxMouseDownTimeForReplayingClick = 0.85f;
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[ValidatePrototypeId<ShaderPrototype>]
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private const string ShaderDropTargetInRange = "SelectionOutlineInrange";
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[ValidatePrototypeId<ShaderPrototype>]
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private const string ShaderDropTargetOutOfRange = "SelectionOutline";
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/// <summary>
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/// Current entity being dragged around.
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/// </summary>
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@@ -113,8 +111,8 @@ public sealed class DragDropSystem : SharedDragDropSystem
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Subs.CVar(_cfgMan, CCVars.DragDropDeadZone, SetDeadZone, true);
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_dropTargetInRangeShader = _prototypeManager.Index<ShaderPrototype>(ShaderDropTargetInRange).Instance();
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_dropTargetOutOfRangeShader = _prototypeManager.Index<ShaderPrototype>(ShaderDropTargetOutOfRange).Instance();
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_dropTargetInRangeShader = _prototypeManager.Index(ShaderDropTargetInRange).Instance();
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_dropTargetOutOfRangeShader = _prototypeManager.Index(ShaderDropTargetOutOfRange).Instance();
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// needs to fire on mouseup and mousedown so we can detect a drag / drop
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CommandBinds.Builder
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.BindBefore(EngineKeyFunctions.Use, new PointerInputCmdHandler(OnUse, false, true), new[] { typeof(SharedInteractionSystem) })
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