Additional checks in ActorAssignmentUi

This commit is contained in:
RisaDev
2024-10-16 23:08:09 +03:00
parent c1c0fead8d
commit b95686b566

View File

@@ -133,19 +133,25 @@ public class ActorAssignmentUi
}
var npcCombo = GetNpcCombo(_newKind);
switch(_newKind)
if (npcCombo.CurrentSelection.Ids == null || npcCombo.CurrentSelection.Ids.Length == 0)
NpcIdentifier = ActorIdentifier.Invalid;
else
{
case ObjectKind.BattleNpc:
case ObjectKind.EventNpc:
NpcIdentifier = _actorManager.CreateNpc(_newKind, npcCombo.CurrentSelection.Ids[0]);
break;
case ObjectKind.MountType:
case ObjectKind.Companion:
var currentPlayer = _actorManager.GetCurrentPlayer();
NpcIdentifier = _actorManager.CreateOwned(currentPlayer.PlayerName, currentPlayer.HomeWorld, _newKind, npcCombo.CurrentSelection.Ids[0]);
break;
default:
throw new NotImplementedException();
switch (_newKind)
{
case ObjectKind.BattleNpc:
case ObjectKind.EventNpc:
NpcIdentifier = _actorManager.CreateNpc(_newKind, npcCombo.CurrentSelection.Ids[0]);
break;
case ObjectKind.MountType:
case ObjectKind.Companion:
var currentPlayer = _actorManager.GetCurrentPlayer();
NpcIdentifier = _actorManager.CreateOwned(currentPlayer.PlayerName, currentPlayer.HomeWorld, _newKind, npcCombo.CurrentSelection.Ids[0]);
break;
default:
throw new NotImplementedException();
}
}
}
}