diff --git a/SceneManager/Menus/PathMainMenu.cs b/SceneManager/Menus/PathMainMenu.cs index b1174d2..9acd8e7 100644 --- a/SceneManager/Menus/PathMainMenu.cs +++ b/SceneManager/Menus/PathMainMenu.cs @@ -173,7 +173,6 @@ namespace SceneManager { if (selectedItem == createNewPath) { - createNewPath.Text = "Continue Creating Current Path"; pathMainMenu.Visible = false; PathCreationMenu.pathCreationMenu.Visible = true; @@ -183,24 +182,24 @@ namespace SceneManager if (paths.ElementAtOrDefault(i) != null && paths[i].PathFinished == false) { //Game.LogTrivial($"pathFinished: {paths[i].PathFinished}"); - Game.LogTrivial($"Resuming path {i + 1}"); - Game.DisplayNotification($"~o~Scene Manager\n~y~[Creating]~w~ Resuming path {i + 1}"); + Game.LogTrivial($"Resuming path {paths[i].PathNum}"); + Game.DisplayNotification($"~o~Scene Manager\n~y~[Creating]~w~ Resuming path {paths[i].PathNum}"); break; } - else if (paths.ElementAtOrDefault(i) == null) - { - // Do we only want to do this once the first waypoint is added? - PathCreationMenu.AddNewPathToPathsCollection(paths, i); + //else if (paths.ElementAtOrDefault(i) == null) + //{ + // Do we only want to do this once the first waypoint is added ? + // PathCreationMenu.AddNewPathToPathsCollection(paths, i); - if (SettingsMenu.debugGraphics.Checked) - { - GameFiber.StartNew(() => - { - DebugGraphics.LoopToDrawDebugGraphics(SettingsMenu.debugGraphics, paths[i]); - }); - } - break; - } + // if (SettingsMenu.debugGraphics.Checked) + // { + // GameFiber.StartNew(() => + // { + // DebugGraphics.LoopToDrawDebugGraphics(SettingsMenu.debugGraphics, paths[i]); + // }); + // } + // break; + //} } }