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https://github.com/thegeneralist01/Scene-Manager-DevRepo
synced 2026-01-11 15:40:29 +01:00
Removed RefreshMenu method, replaced with changing createNewPath.Text value
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c961bdc6fc
commit
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1 changed files with 4 additions and 32 deletions
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@ -10,7 +10,8 @@ namespace SceneManager
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static class PathMainMenu
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{
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public static UIMenu pathMainMenu { get; private set; }
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private static UIMenuItem createNewPath, deleteAllPaths;
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public static UIMenuItem createNewPath { get; private set; }
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private static UIMenuItem deleteAllPaths;
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public static UIMenuListScrollerItem<int> editPath { get; private set; }
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public static UIMenuListScrollerItem<int> directDriver { get; private set; }
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public static UIMenuListScrollerItem<string> dismissDriver { get; private set; }
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@ -82,32 +83,6 @@ namespace SceneManager
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pathsNum.Insert(indexToInsertAt, pathNum);
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}
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public static void RefreshMenu()
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{
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//trafficRemoveWaypoint.Enabled = true;
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pathMainMenu.Clear();
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pathMainMenu.AddItem(createNewPath = new UIMenuItem("Continue Creating Current Path"));
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createNewPath.ForeColor = Color.Gold;
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pathMainMenu.AddItem(deleteAllPaths = new UIMenuItem("Delete All Paths"));
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deleteAllPaths.ForeColor = Color.Gold;
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pathMainMenu.AddItem(directDriver = new UIMenuListScrollerItem<int>("Direct nearest driver to path", ""));
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directDriver.ForeColor = Color.Gold;
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pathMainMenu.AddItem(dismissDriver = new UIMenuListScrollerItem<string>("Dismiss nearest driver", ""));
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dismissDriver.ForeColor = Color.Gold;
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if (GetPaths().Count == 8)
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{
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createNewPath.Enabled = false;
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}
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if (GetPaths().Count == 0)
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{
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editPath.Enabled = false;
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deleteAllPaths.Enabled = false;
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disableAllPaths.Enabled = false;
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directDriver.Enabled = false;
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}
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}
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private static bool VehicleAndDriverValid(this Vehicle v)
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{
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if (v && v.HasDriver && v.Driver && v.Driver.IsAlive)
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@ -196,7 +171,7 @@ namespace SceneManager
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{
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if (selectedItem == createNewPath)
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{
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RefreshMenu();
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createNewPath.Text = "Continue Creating Current Path";
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pathMainMenu.Visible = false;
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PathCreationMenu.pathCreationMenu.Visible = true;
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@ -212,11 +187,8 @@ namespace SceneManager
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}
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else if (paths.ElementAtOrDefault(i) == null)
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{
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// Do we only want to do this once the first waypoint is added?
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PathCreationMenu.AddNewPathToPathsCollection(paths, i);
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//Game.LogTrivial($"Creating path {i + 1}");
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//Game.DisplayNotification($"~o~Scene Manager\n~y~[Creating]~w~ Path {i + 1} started.");
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//paths.Insert(i, new Path(i + 1, false));
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//PathCreationMenu.trafficRemoveWaypoint.Enabled = false;
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if (SettingsMenu.debugGraphics.Checked)
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{
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