by gramps » Tue Jan 22, 2019 3:45 pm
Sorry, I should have been more clear... you can move things, but I was under the impression that it would be impossible to iterate them yet, like with ThinkerIterator. But I may be wrong about that, I didn't actually try it... just felt safer to do this in WorldLoaded (plus, I did need to rotate them).
I'm hesitant to make too many feature suggestions regarding LevelCompatibility because I'm not entirely sure whether things like this are even possible, since the level's not fully set up yet. But I'll take this into account going forward.
Just to be specific, what I need to do is iterate all things, check their position, check whether they are lights (because of special angle handling for lights), then set a new position and new angle. If that could all happen in LevelCompatibility, I think that would remove the need to bridge my LevelCompatibility and EventHandler with some other class (for now at least).
Sorry, I should have been more clear... you can move things, but I was under the impression that it would be impossible to iterate them yet, like with ThinkerIterator. But I may be wrong about that, I didn't actually try it... just felt safer to do this in WorldLoaded (plus, I did need to rotate them).
I'm hesitant to make too many feature suggestions regarding LevelCompatibility because I'm not entirely sure whether things like this are even possible, since the level's not fully set up yet. But I'll take this into account going forward.
Just to be specific, what I need to do is iterate all things, check their position, check whether they are lights (because of special angle handling for lights), then set a new position and new angle. If that could all happen in LevelCompatibility, I think that would remove the need to bridge my LevelCompatibility and EventHandler with some other class (for now at least).