Probes never write item.Rotation: TryEquip seats the hardpoint's rotation; ItemFits reports it via out
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
parent
958f0b0cce
commit
2d91a5b13b
2 changed files with 15 additions and 6 deletions
|
|
@ -386,11 +386,11 @@ public class InventoryPanel : MonoBehaviour, IPointerClickHandler
|
|||
var itemData = GameManager.ItemManager.GetData(item);
|
||||
if (!(item is EquippableItem equippableItem)) return;
|
||||
var placementPosition = v + itemDragObject.OriginCellOffset;
|
||||
if (entity.ItemFits(equippableItem, placementPosition))
|
||||
if (entity.ItemFits(equippableItem, placementPosition, out var seated))
|
||||
{
|
||||
//foreach (var cell in _dragCells) cell.gameObject.SetActive(false);
|
||||
FakeItem = item;
|
||||
FakeOccupancy = hullData.Shape.Inset(itemData.Shape, placementPosition, item.Rotation);
|
||||
FakeOccupancy = hullData.Shape.Inset(itemData.Shape, placementPosition, seated);
|
||||
RefreshCells();
|
||||
GameManager.RegisterDragTarget(drag =>
|
||||
{
|
||||
|
|
|
|||
Loading…
Reference in a new issue