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