feat(ui): Character tab — per-toon settings; Phase L.0 complete
Phase L.0 (final) — last tab on the Settings shell. Per-toon preferences keyed by toon name in settings.json under character[<toonName>]. With this commit the L.0 build order finishes and every approved tab is implemented. CharacterSettings record (4 fields): · DefaultChatChannel (string — Local / Allegiance / Fellowship / etc) · AutoAttack (bool — continue swinging until target dies) · ConfirmSalvage (bool — prompt before salvaging valuable items) · ShowPickupMessages (bool — pickup lines in chat) AvailableChannels static list exposes the 7 retail-routing targets for the dropdown. SettingsStore grows LoadCharacter(toonKey) / SaveCharacter(toonKey) using JsonNode/JsonObject for the nested-toon write — the existing SaveSection raw-text-preservation pattern handles top-level keys but doesn't fit the nested per-toon mutation. The character map preserves every other toon's settings on save, and other top-level sections (display / audio / gameplay / chat) are preserved too. SettingsVM grows the parallel character state machine. The host owns the toonKey (currently hard-coded to "default" in GameWindow because we don't have a current-character source plumbed yet) — the VM just edits whatever bag the host loaded. SettingsPanel.RenderCharacterTab replaces the L.0-shell placeholder — a Combo for default chat channel + 3 Checkboxes for AutoAttack / ConfirmSalvage / ShowPickupMessages. The RenderPlaceholder helper is now removed (no callers); the old "Placeholder_tabs_render_coming_soon_text_when_active" test is replaced by an "all six tabs are implemented" guard test that fails if any future commit adds a placeholder back. GameWindow loads/saves character settings under toonKey "default" with a TODO comment to swap in the real toon name once CharacterList plumbing exposes a currentCharacter source. 18 new tests: · CharacterSettings record (4) — defaults pinned, AvailableChannels list shape, value equality, with-expressions · SettingsStore character (6) — missing-file / toon-not-in-file → defaults, round-trip, multi-toon preservation, preserves other top-level sections, all five sections coexist · SettingsVM character (5) — initial draft, SetCharacter marks dirty, Save invokes callback, Cancel reverts, ResetAllToDefaults covers · SettingsPanel character tab (3 net, after removing the placeholder test) — combo+checkboxes render only when active, channel combo uses AvailableChannels, all six tabs are now non-placeholder Phase L.0 final tally: · 5 commits on feature/settings-retail (shell + 5 tabs) · 6 tabs: Keybinds (Phase K) + Display + Audio + Gameplay + Chat + Character · 5 settings sections in settings.json (display/audio/gameplay/chat/character), coexisting non-destructively + a sixth file (keybinds.json) on the side. dotnet build green (0 warnings); dotnet test 1,307 / 1,307 green (243 Core.Net + 391 UI.Abstractions + 673 Core). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
356b5f219e
commit
73749d176a
9 changed files with 555 additions and 96 deletions
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@ -910,6 +910,13 @@ public sealed class GameWindow : IDisposable
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var persistedAudio = settingsStore.LoadAudio();
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var persistedGameplay = settingsStore.LoadGameplay();
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var persistedChat = settingsStore.LoadChat();
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// Per-toon character settings keyed by name. We don't
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// know which toon the user will pick until after
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// CharacterList lands, so use a "default" bag for now.
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// Future: swap to the actual toon name once a
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// currentCharacter source is plumbed.
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const string toonKey = "default";
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var persistedCharacter = settingsStore.LoadCharacter(toonKey);
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// Apply persisted audio to the engine BEFORE the panel
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// host starts pushing per-frame so the first frame uses
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@ -1007,6 +1014,21 @@ public sealed class GameWindow : IDisposable
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{
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Console.WriteLine($"settings: chat save failed: {ex.Message}");
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}
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},
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persistedCharacter: persistedCharacter,
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onSaveCharacter: character =>
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{
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try
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{
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settingsStore.SaveCharacter(toonKey, character);
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Console.WriteLine(
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$"settings: character[{toonKey}] saved to "
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+ AcDream.UI.Abstractions.Panels.Settings.SettingsStore.DefaultPath());
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}
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catch (Exception ex)
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{
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Console.WriteLine($"settings: character save failed: {ex.Message}");
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}
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});
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_settingsPanel = new AcDream.UI.Abstractions.Panels.Settings.SettingsPanel(_settingsVm);
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_panelHost.Register(_settingsPanel);
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@ -0,0 +1,48 @@
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namespace AcDream.UI.Abstractions.Panels.Settings;
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/// <summary>
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/// Per-character preferences persisted to <c>settings.json</c> under
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/// <c>character[toonName]</c>. Settings on this tab are scoped to a
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/// single toon; switching characters loads a different bag.
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///
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/// <para>
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/// L.0 scope: <b>local-only</b>. The settings here describe how the
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/// client UI behaves for the active toon — they don't yet flow to the
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/// server. When server-sync ships, options like <see cref="AutoAttack"/>
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/// would be pushed via the retail Player-Options packet.
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/// </para>
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///
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/// <para>
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/// MVP shape — four settings only. Easy to grow when more per-toon
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/// preferences land. Each is value-typed so equality and Cancel-revert
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/// behave like the other tabs' records.
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/// </para>
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/// </summary>
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public sealed record CharacterSettings(
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string DefaultChatChannel, // "Local" / "Allegiance" / "Fellowship" / "General" / etc.
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bool AutoAttack, // Tap-to-attack continues swinging until target dies
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bool ConfirmSalvage, // Prompt before salvaging valuable items
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bool ShowPickupMessages) // "You picked up X" lines in chat
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{
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/// <summary>Defaults applied to a fresh character (no settings.json
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/// entry yet). Conservative — opt-in for AutoAttack, opt-in for
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/// confirmation prompts, pickup messages on by default.</summary>
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public static CharacterSettings Default { get; } = new(
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DefaultChatChannel: "Local",
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AutoAttack: false,
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ConfirmSalvage: true,
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ShowPickupMessages: true);
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/// <summary>Channel-name presets exposed in the dropdown. Order
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/// roughly matches retail's chat-channel routing.</summary>
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public static System.Collections.Generic.IReadOnlyList<string> AvailableChannels { get; } = new[]
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{
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"Local",
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"Allegiance",
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"Fellowship",
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"General",
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"Trade",
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"LFG",
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"Roleplay",
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};
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}
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@ -103,7 +103,7 @@ public sealed class SettingsPanel : IPanel
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}
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if (renderer.BeginTabItem("Character"))
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{
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RenderPlaceholder(renderer, "Character");
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RenderCharacterTab(renderer);
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renderer.EndTabItem();
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}
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renderer.EndTabBar();
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@ -180,20 +180,6 @@ public sealed class SettingsPanel : IPanel
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});
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}
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/// <summary>
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/// Placeholder content shown for tabs whose implementation is still
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/// pending. Reads as "Coming soon" plus a note about which sub-phase
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/// is expected to fill it in.
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/// </summary>
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private static void RenderPlaceholder(IPanelRenderer renderer, string tabName)
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{
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renderer.TextWrapped($"{tabName} settings coming soon.");
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renderer.Spacing();
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renderer.TextWrapped(
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"This tab is part of the staged Settings interface rollout. "
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+ "Build order: Display → Audio → Gameplay → Chat → Character.");
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}
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/// <summary>
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/// Render the Display tab — resolution / fullscreen / vsync /
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/// FOV / gamma / show-FPS. FOV + Gamma are live-preview sliders;
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@ -417,6 +403,41 @@ public sealed class SettingsPanel : IPanel
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+ "Cancel reverts.");
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}
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/// <summary>
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/// Render the Character tab — per-toon preferences. The host owns
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/// the toon-name key; the panel just edits whatever bag the host
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/// loaded into <see cref="SettingsVM.CharacterDraft"/>.
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/// </summary>
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private void RenderCharacterTab(IPanelRenderer renderer)
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{
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var c = _vm.CharacterDraft;
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var channels = CharacterSettings.AvailableChannels.ToArray();
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int idx = System.Array.IndexOf(channels, c.DefaultChatChannel);
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if (idx < 0) idx = 0;
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if (renderer.Combo("Default chat channel", ref idx, channels))
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_vm.SetCharacter(c with { DefaultChatChannel = channels[idx] });
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bool autoAttack = c.AutoAttack;
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if (renderer.Checkbox("Auto-attack (continue swinging until target dies)", ref autoAttack))
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_vm.SetCharacter(c with { AutoAttack = autoAttack });
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bool confirmSalvage = c.ConfirmSalvage;
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if (renderer.Checkbox("Confirm before salvaging valuable items", ref confirmSalvage))
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_vm.SetCharacter(c with { ConfirmSalvage = confirmSalvage });
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bool pickup = c.ShowPickupMessages;
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if (renderer.Checkbox("Show pickup messages in chat", ref pickup))
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_vm.SetCharacter(c with { ShowPickupMessages = pickup });
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renderer.Spacing();
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renderer.TextWrapped(
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"Per-character preferences — saved per toon under "
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+ "settings.json's character[\"<toonName>\"]. Local-only this "
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+ "phase; server-sync arrives later when the protocol "
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+ "round-trip lands.");
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}
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private void RenderSection(IPanelRenderer renderer, string label, InputAction[] actions)
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{
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// Movement defaults open; other sections collapsed for first-run UX.
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@ -2,6 +2,7 @@ using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Text.Json;
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using System.Text.Json.Nodes;
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namespace AcDream.UI.Abstractions.Panels.Settings;
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@ -203,6 +204,90 @@ public sealed class SettingsStore
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public void SaveChat(ChatSettings chat)
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=> SaveSection("chat", BuildChatObject(chat));
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/// <summary>
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/// Load per-character settings keyed by <paramref name="toonKey"/>.
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/// Missing file or missing toon entry → <see cref="CharacterSettings.Default"/>.
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/// </summary>
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public CharacterSettings LoadCharacter(string toonKey)
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{
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if (toonKey is null) throw new ArgumentNullException(nameof(toonKey));
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if (!File.Exists(_path)) return CharacterSettings.Default;
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try
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{
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var root = JsonNode.Parse(File.ReadAllText(_path)) as JsonObject;
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var toon = root?["character"]?[toonKey] as JsonObject;
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if (toon is null) return CharacterSettings.Default;
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var d = CharacterSettings.Default;
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return new CharacterSettings(
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DefaultChatChannel: toon["defaultChatChannel"]?.GetValue<string>() ?? d.DefaultChatChannel,
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AutoAttack: toon["autoAttack"]?.GetValue<bool>() ?? d.AutoAttack,
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ConfirmSalvage: toon["confirmSalvage"]?.GetValue<bool>() ?? d.ConfirmSalvage,
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ShowPickupMessages: toon["showPickupMessages"]?.GetValue<bool>() ?? d.ShowPickupMessages);
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}
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catch (Exception ex)
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{
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Console.WriteLine($"settings: failed to load {_path}: {ex.Message} — using defaults");
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return CharacterSettings.Default;
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}
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}
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/// <summary>
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/// Save per-character settings under <paramref name="toonKey"/>.
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/// Preserves every other toon's settings + every other top-level
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/// section. Uses <see cref="JsonNode"/> rather than the raw-text
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/// preservation pattern of <see cref="SaveSection"/> because the
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/// per-toon write needs to mutate a nested map, not just replace a
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/// top-level key.
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/// </summary>
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public void SaveCharacter(string toonKey, CharacterSettings settings)
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{
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if (toonKey is null) throw new ArgumentNullException(nameof(toonKey));
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if (settings is null) throw new ArgumentNullException(nameof(settings));
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var dir = Path.GetDirectoryName(_path);
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if (!string.IsNullOrEmpty(dir)) Directory.CreateDirectory(dir);
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// Read existing file as a mutable JsonObject (or start fresh).
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JsonObject root;
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if (File.Exists(_path))
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{
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try
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{
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root = JsonNode.Parse(File.ReadAllText(_path)) as JsonObject ?? new JsonObject();
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}
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catch
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{
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root = new JsonObject();
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}
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}
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else
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{
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root = new JsonObject();
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}
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// Build the toon's payload.
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var toonObj = new JsonObject
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{
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["autoAttack"] = settings.AutoAttack,
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["confirmSalvage"] = settings.ConfirmSalvage,
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["defaultChatChannel"] = settings.DefaultChatChannel,
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["showPickupMessages"] = settings.ShowPickupMessages,
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};
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// Slot it under character[toonKey], creating the character map if
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// necessary. Other toons in the map are preserved.
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if (root["character"] is not JsonObject characterMap)
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{
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characterMap = new JsonObject();
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root["character"] = characterMap;
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}
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characterMap[toonKey] = toonObj;
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root["version"] = CurrentSchemaVersion;
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File.WriteAllText(_path, root.ToJsonString(new JsonSerializerOptions { WriteIndented = true }));
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}
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private static SortedDictionary<string, object> BuildChatObject(ChatSettings c)
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=> new(StringComparer.Ordinal)
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{
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@ -51,6 +51,11 @@ public sealed class SettingsVM
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private ChatSettings _chatDraft;
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private readonly Action<ChatSettings> _onSaveChat;
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// L.0 — Character tab (per-toon, host-keyed by toon name).
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private CharacterSettings _characterPersisted;
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private CharacterSettings _characterDraft;
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private readonly Action<CharacterSettings> _onSaveCharacter;
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/// <summary>The action currently being rebound, or null when idle.</summary>
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public InputAction? RebindInProgress { get; private set; }
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@ -73,10 +78,11 @@ public sealed class SettingsVM
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/// rebinds are pending.</summary>
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public bool HasUnsavedChanges
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=> !KeyBindingsEqual(_persisted, _draft)
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|| _displayPersisted != _displayDraft
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|| _audioPersisted != _audioDraft
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|| _gameplayPersisted != _gameplayDraft
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|| _chatPersisted != _chatDraft;
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|| _displayPersisted != _displayDraft
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|| _audioPersisted != _audioDraft
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|| _gameplayPersisted != _gameplayDraft
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|| _chatPersisted != _chatDraft
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|| _characterPersisted != _characterDraft;
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/// <summary>The current Display draft. Panel reads from here;
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/// mutation goes through <see cref="SetDisplay"/>.</summary>
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@ -94,6 +100,11 @@ public sealed class SettingsVM
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/// mutation goes through <see cref="SetChat"/>.</summary>
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public ChatSettings ChatDraft => _chatDraft;
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/// <summary>The current Character draft (per-toon — host owns the
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/// toon-name key). Panel reads from here; mutation goes through
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/// <see cref="SetCharacter"/>.</summary>
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public CharacterSettings CharacterDraft => _characterDraft;
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public SettingsVM(
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KeyBindings persisted,
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InputDispatcher dispatcher,
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@ -105,24 +116,29 @@ public sealed class SettingsVM
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GameplaySettings persistedGameplay,
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Action<GameplaySettings> onSaveGameplay,
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ChatSettings persistedChat,
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Action<ChatSettings> onSaveChat)
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Action<ChatSettings> onSaveChat,
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CharacterSettings persistedCharacter,
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Action<CharacterSettings> onSaveCharacter)
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{
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_persisted = persisted ?? throw new ArgumentNullException(nameof(persisted));
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_dispatcher = dispatcher ?? throw new ArgumentNullException(nameof(dispatcher));
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_onSave = onSave ?? throw new ArgumentNullException(nameof(onSave));
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_displayPersisted = persistedDisplay ?? throw new ArgumentNullException(nameof(persistedDisplay));
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_onSaveDisplay = onSaveDisplay ?? throw new ArgumentNullException(nameof(onSaveDisplay));
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_audioPersisted = persistedAudio ?? throw new ArgumentNullException(nameof(persistedAudio));
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_onSaveAudio = onSaveAudio ?? throw new ArgumentNullException(nameof(onSaveAudio));
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_gameplayPersisted = persistedGameplay ?? throw new ArgumentNullException(nameof(persistedGameplay));
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_onSaveGameplay = onSaveGameplay ?? throw new ArgumentNullException(nameof(onSaveGameplay));
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_chatPersisted = persistedChat ?? throw new ArgumentNullException(nameof(persistedChat));
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_onSaveChat = onSaveChat ?? throw new ArgumentNullException(nameof(onSaveChat));
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_draft = CloneBindings(persisted);
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_displayDraft = persistedDisplay;
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_audioDraft = persistedAudio;
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_gameplayDraft = persistedGameplay;
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_chatDraft = persistedChat;
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_persisted = persisted ?? throw new ArgumentNullException(nameof(persisted));
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_dispatcher = dispatcher ?? throw new ArgumentNullException(nameof(dispatcher));
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_onSave = onSave ?? throw new ArgumentNullException(nameof(onSave));
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_displayPersisted = persistedDisplay ?? throw new ArgumentNullException(nameof(persistedDisplay));
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_onSaveDisplay = onSaveDisplay ?? throw new ArgumentNullException(nameof(onSaveDisplay));
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_audioPersisted = persistedAudio ?? throw new ArgumentNullException(nameof(persistedAudio));
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_onSaveAudio = onSaveAudio ?? throw new ArgumentNullException(nameof(onSaveAudio));
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_gameplayPersisted = persistedGameplay ?? throw new ArgumentNullException(nameof(persistedGameplay));
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_onSaveGameplay = onSaveGameplay ?? throw new ArgumentNullException(nameof(onSaveGameplay));
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_chatPersisted = persistedChat ?? throw new ArgumentNullException(nameof(persistedChat));
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_onSaveChat = onSaveChat ?? throw new ArgumentNullException(nameof(onSaveChat));
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_characterPersisted = persistedCharacter ?? throw new ArgumentNullException(nameof(persistedCharacter));
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_onSaveCharacter = onSaveCharacter ?? throw new ArgumentNullException(nameof(onSaveCharacter));
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_draft = CloneBindings(persisted);
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_displayDraft = persistedDisplay;
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_audioDraft = persistedAudio;
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_gameplayDraft = persistedGameplay;
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_chatDraft = persistedChat;
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_characterDraft = persistedCharacter;
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}
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/// <summary>
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@ -170,6 +186,16 @@ public sealed class SettingsVM
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_chatDraft = value ?? throw new ArgumentNullException(nameof(value));
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}
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/// <summary>
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/// Replace the entire Character draft with <paramref name="value"/>.
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/// Per-toon — the host knows which toon's bag we're editing because
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/// it owned the toonKey when constructing the VM.
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/// </summary>
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public void SetCharacter(CharacterSettings value)
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{
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_characterDraft = value ?? throw new ArgumentNullException(nameof(value));
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}
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/// <summary>
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/// Begin rebinding <paramref name="action"/>. The supplied
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/// <paramref name="original"/> binding will be removed when the new
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@ -277,11 +303,12 @@ public sealed class SettingsVM
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/// </summary>
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public void ResetAllToDefaults()
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{
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_draft = KeyBindings.RetailDefaults();
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_displayDraft = DisplaySettings.Default;
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_audioDraft = AudioSettings.Default;
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_gameplayDraft = GameplaySettings.Default;
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_chatDraft = ChatSettings.Default;
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_draft = KeyBindings.RetailDefaults();
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_displayDraft = DisplaySettings.Default;
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_audioDraft = AudioSettings.Default;
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_gameplayDraft = GameplaySettings.Default;
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_chatDraft = ChatSettings.Default;
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_characterDraft = CharacterSettings.Default;
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}
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/// <summary>
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@ -299,11 +326,13 @@ public sealed class SettingsVM
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_onSaveAudio(_audioDraft);
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_onSaveGameplay(_gameplayDraft);
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_onSaveChat(_chatDraft);
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_persisted = CloneBindings(_draft);
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_displayPersisted = _displayDraft;
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_audioPersisted = _audioDraft;
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_gameplayPersisted = _gameplayDraft;
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_chatPersisted = _chatDraft;
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_onSaveCharacter(_characterDraft);
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_persisted = CloneBindings(_draft);
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_displayPersisted = _displayDraft;
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||||
_audioPersisted = _audioDraft;
|
||||
_gameplayPersisted = _gameplayDraft;
|
||||
_chatPersisted = _chatDraft;
|
||||
_characterPersisted = _characterDraft;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -313,11 +342,12 @@ public sealed class SettingsVM
|
|||
/// </summary>
|
||||
public void Cancel()
|
||||
{
|
||||
_draft = CloneBindings(_persisted);
|
||||
_displayDraft = _displayPersisted;
|
||||
_audioDraft = _audioPersisted;
|
||||
_gameplayDraft = _gameplayPersisted;
|
||||
_chatDraft = _chatPersisted;
|
||||
_draft = CloneBindings(_persisted);
|
||||
_displayDraft = _displayPersisted;
|
||||
_audioDraft = _audioPersisted;
|
||||
_gameplayDraft = _gameplayPersisted;
|
||||
_chatDraft = _chatPersisted;
|
||||
_characterDraft = _characterPersisted;
|
||||
CancelRebind();
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue