rename entity:set_rig to entity:set_skeleton

This commit is contained in:
MihailRis 2024-07-13 01:25:32 +03:00
parent 6214bf4a19
commit 3b24982c0d
3 changed files with 5 additions and 5 deletions

View File

@ -30,7 +30,7 @@ do -- setup visuals
local bid = block.index(icon:sub(16)) local bid = block.index(icon:sub(16))
model = block.get_model(bid) model = block.get_model(bid)
if model == "X" then if model == "X" then
entity:set_rig("base:drop-item") entity:set_skeleton("base:drop-item")
body:set_size(vec3.mul(body:get_size(), {1.0, 0.3, 1.0})) body:set_size(vec3.mul(body:get_size(), {1.0, 0.3, 1.0}))
rig:set_texture("$0", icon) rig:set_texture("$0", icon)
else else
@ -46,7 +46,7 @@ do -- setup visuals
end end
end end
else else
entity:set_rig("base:drop-item") entity:set_skeleton("base:drop-item")
body:set_size(vec3.mul(body:get_size(), {1.0, 0.3, 1.0})) body:set_size(vec3.mul(body:get_size(), {1.0, 0.3, 1.0}))
rig:set_texture("$0", icon) rig:set_texture("$0", icon)
end end

View File

@ -52,7 +52,7 @@ end
local Entity = {__index={ local Entity = {__index={
despawn=function(self) return entities.despawn(self.eid) end, despawn=function(self) return entities.despawn(self.eid) end,
set_rig=function(self, s) return entities.set_rig(self.eid, s) end, set_skeleton=function(self, s) return entities.set_skeleton(self.eid, s) end,
get_component=function(self, name) return self.components[name] end, get_component=function(self, name) return self.components[name] end,
has_component=function(self, name) return self.components[name] ~= nil end, has_component=function(self, name) return self.components[name] ~= nil end,
get_uid=function(self) return self.eid end, get_uid=function(self) return self.eid end,

View File

@ -32,7 +32,7 @@ static int l_despawn(lua::State* L) {
return 0; return 0;
} }
static int l_set_rig(lua::State* L) { static int l_set_skeleton(lua::State* L) {
if (auto entity = get_entity(L, 1)) { if (auto entity = get_entity(L, 1)) {
std::string skeletonName = lua::require_string(L, 2); std::string skeletonName = lua::require_string(L, 2);
auto rigConfig = content->getRig(skeletonName); auto rigConfig = content->getRig(skeletonName);
@ -48,6 +48,6 @@ const luaL_Reg entitylib [] = {
{"exists", lua::wrap<l_exists>}, {"exists", lua::wrap<l_exists>},
{"spawn", lua::wrap<l_spawn>}, {"spawn", lua::wrap<l_spawn>},
{"despawn", lua::wrap<l_despawn>}, {"despawn", lua::wrap<l_despawn>},
{"set_rig", lua::wrap<l_set_rig>}, {"set_skeleton", lua::wrap<l_set_skeleton>},
{NULL, NULL} {NULL, NULL}
}; };