From 6321fce31302ba0a0e6a3168bf33e74c9186bd02 Mon Sep 17 00:00:00 2001 From: Rich Dunne Date: Sun, 6 Sep 2020 14:23:18 -0600 Subject: [PATCH] Renamed togglePath checkbox item to disablePath --- SceneManager/Menus/EditWaypointMenu.cs | 8 ++++---- SceneManager/Menus/PathMainMenu.cs | 3 ++- 2 files changed, 6 insertions(+), 5 deletions(-) diff --git a/SceneManager/Menus/EditWaypointMenu.cs b/SceneManager/Menus/EditWaypointMenu.cs index 5c18641..e39baaf 100644 --- a/SceneManager/Menus/EditWaypointMenu.cs +++ b/SceneManager/Menus/EditWaypointMenu.cs @@ -161,7 +161,7 @@ namespace SceneManager if (currentPath.Waypoints.Count < 2 && currentPath.Waypoints[0].DrivingFlag == VehicleDrivingFlags.StopAtDestination) { Game.LogTrivial($"The remaining waypoint was updated to be a stop waypoint. Enabling/disabling the path is no longer locked."); - EditPathMenu.togglePath.Enabled = true; + EditPathMenu.disablePath.Enabled = true; } updateWaypointPosition.Checked = false; Game.DisplayNotification($"~o~Scene Manager\n~g~[Success]~w~ Waypoint {currentWaypoint.Number} updated."); @@ -227,8 +227,8 @@ namespace SceneManager { Game.LogTrivial($"The path only has 1 waypoint left, and the waypoint is not a stop waypoint. Disabling the path."); currentPath.DisablePath(); - EditPathMenu.togglePath.Checked = true; - EditPathMenu.togglePath.Enabled = false; + EditPathMenu.disablePath.Checked = true; + EditPathMenu.disablePath.Enabled = false; } } } @@ -237,7 +237,7 @@ namespace SceneManager private static float SetDriveSpeedForWaypoint() { float convertedSpeed; - if (SettingsMenu.speedUnits.SelectedItem == SettingsMenu.SpeedUnitsOfMeasure.MPH) + if (SettingsMenu.speedUnits.SelectedItem == SpeedUnits.MPH) { //Game.LogTrivial($"Original speed: {waypointSpeeds[waypointSpeed.Index]}{SettingsMenu.speedUnits.SelectedItem}"); convertedSpeed = MathHelper.ConvertMilesPerHourToMetersPerSecond(changeWaypointSpeed.Value); diff --git a/SceneManager/Menus/PathMainMenu.cs b/SceneManager/Menus/PathMainMenu.cs index fc5ed7c..b25b068 100644 --- a/SceneManager/Menus/PathMainMenu.cs +++ b/SceneManager/Menus/PathMainMenu.cs @@ -161,7 +161,7 @@ namespace SceneManager } EditPathMenu.editPathMenu.Reset(true, true); - EditPathMenu.togglePath.Enabled = true; + EditPathMenu.disablePath.Enabled = true; } private static void PathMenu_OnItemSelected(UIMenu sender, UIMenuItem selectedItem, int index) @@ -170,6 +170,7 @@ namespace SceneManager { pathMainMenu.Visible = false; PathCreationMenu.pathCreationMenu.Visible = true; + DebugGraphics.Draw3DWaypointOnPlayer(); // For each element in paths, determine if the element exists but is not finished yet, or if it doesn't exist, create it. for (int i = 0; i <= paths.Count; i++)