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Fix mpf numbers #22
Fix mpf numbers #22
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Replaces calls to Player.Queue with calls to Player.ScheduleAction
Register changes to machine description with Unity Editor systems to ensure they are saved with the scene.
Hey man, thanks a lot but I'm currently on holidays so I'll go through everything when I'm back in 10 days! |
if it is in the streaming assets path
Hi @freezy , have you taken a look at any of my PRs yet? |
Not yet, but it's the next thing on my list. Currently working on Serum v2 :) |
Would you mind rebasing this? |
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I'm a bit shaky with git. Not really sure if this is what you wanted xD |
@freezy Want to merge? |
Yes, can you give me write access to this one as well? |
Will do |
Thanks! I'm not using MPF in any project right now (as you might have noticed!), so I'm just going to rebase your PRs and get them back upstream, if that's okay with you. |
I messed up the rebase really badly. I just tested the master branch of my fork and that compiles and works. If you want to save some time, we can just merge that and be done with it. If not, use this new PR #33 instead. I've cherry picked the needed commit. |
Yes, I might do that. Still testing the bumper changes.. |
Fixes issue #21 by introducing a new serializable class called
MpfNameNumberDictionary
that permanently stores the number of each switch, coil, and light defined in the MPF machine description when it is transferred during initial setup. At runtime, this class is used to look up the numbers necessary to communicate with MPF.