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Renamed togglePath checkbox item to disablePath

This commit is contained in:
Rich Dunne 2020-09-06 14:23:18 -06:00
parent e756ecb60f
commit 6321fce313
2 changed files with 6 additions and 5 deletions

View file

@ -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);

View file

@ -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++)