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Refactor the tilemap menu #1355
Merged
iamteapot422
merged 41 commits into
RE-SS3D:develop
from
stilnat:put-back-set-rotation-logic-in-ghostbuild
Nov 30, 2023
Merged
Refactor the tilemap menu #1355
iamteapot422
merged 41 commits into
RE-SS3D:develop
from
stilnat:put-back-set-rotation-logic-in-ghostbuild
Nov 30, 2023
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# Conflicts: # Assets/Content/Scenes/Game.unity # Assets/Scripts/SS3D/Systems/Tile/TileMapCreator/GhostManager.cs # Assets/Scripts/SS3D/Systems/Tile/TileMapCreator/TileMapCreator.cs
iamteapot422
previously approved these changes
Nov 30, 2023
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Good stuff
Closes #1358
iamteapot422
approved these changes
Nov 30, 2023
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Summary
The tilemapcreator script keeps growing in size, and it's getting hard to manage. This PR splits the tilemapcreator script into a bunch of scripts with specific roles regarding handling the tilemap menu and it's functionnalities. There was some renaming and a lot of doc added as well. It should not change anything regarding the present functionnalities of the menu.
The tilemap creator script (renamed to tilemap menu) is divided into the following scripts :
TileMapMenuSaveAndLoadTabs is pretty empty currently but not for long !
PR checklist
Pictures/Videos)
Testing
Networking checklist
Changes
I had to fix a bunch of stuff related to asset databases because of a few merges. It's throwing an exception regarding item id (with no gameplay consequences) , I got a fix for that but it's already in "add toolbelt PR". Sorry the PR is a bit messy but can't do more, I've no idea how the body part assets were working before, as they were somehow referenced by two addressable groups which should not be possible. As discussed in #1349 , solution is to have a unique asset database for game objects.
Related issues/PRs
TODO