fixed being able to select attractions through ui elements
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f0ca59b6c7
commit
5d81b5374d
2 changed files with 5 additions and 5 deletions
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@ -111,13 +111,13 @@ namespace TouchyTickets {
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}
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} else {
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// we're not placing an attraction, so we're in remove and move mode
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if (MlemGame.Input.GetGesture(GestureType.Tap, out var tap)) {
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if (MlemGame.Input.GetGesture(GestureType.Tap, out var tap) && GameImpl.Instance.UiSystem.Controls.GetElementUnderPos(tap.Position) == null) {
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var pos = (camera.ToWorldPos(tap.Position) / Attraction.TileSize).ToPoint();
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var attraction = this.GetAttractionAt(pos);
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if (attraction != null && (this.PlacingModifier == null || this.PlacingModifier.IsAffected(attraction))) {
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// actually select the top left for easy usage later
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this.SelectedPosition = this.attractions.First(kv => kv.Item2 == attraction).Item1;
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} else if (GameImpl.Instance.UiSystem.Controls.GetElementUnderPos(tap.Position) == null) {
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} else {
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this.SelectedPosition = null;
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}
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}
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@ -122,7 +122,7 @@ namespace TouchyTickets {
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if (this.swipeProgress != 0)
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return;
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var map = GameImpl.Instance.Map;
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var infoUi = new Group(Anchor.BottomLeft, new Vector2(1));
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var infoUi = new Group(Anchor.BottomLeft, new Vector2(1)) {CanBeMoused = false};
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AddSelectedAttractionInfo(infoUi);
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infoUi.AddChild(new Button(Anchor.AutoLeft, new Vector2(0.5F, 30), Localization.Get("Back")) {
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OnPressed = e2 => this.FadeUi(false, () => this.uiSystem.Remove(e2.Root.Name))
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@ -224,7 +224,7 @@ namespace TouchyTickets {
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return;
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var map = GameImpl.Instance.Map;
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map.PlacingModifier = modifier;
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var infoUi = new Group(Anchor.BottomLeft, new Vector2(1));
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var infoUi = new Group(Anchor.BottomLeft, new Vector2(1)) {CanBeMoused = false};
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AddSelectedAttractionInfo(infoUi);
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infoUi.AddChild(new Button(Anchor.AutoLeft, new Vector2(0.5F, 30), Localization.Get("Back")) {
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OnPressed = e2 => this.FadeUi(false, () => this.uiSystem.Remove(e2.Root.Name))
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@ -439,7 +439,7 @@ namespace TouchyTickets {
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return attraction.GetGenerationRate(map, pos).ToString("0.##") + "<i ticket>/s";
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}, true));
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}
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private static void PopulateUpgradeList(Element upgradeList) {
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upgradeList.RemoveChildren(c => !(c is ScrollBar));
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var reachedActive = false;
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