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Removed RefreshMenu method, replaced with changing createNewPath.Text value

This commit is contained in:
Rich Dunne 2020-08-24 10:11:35 -06:00
parent c961bdc6fc
commit bee2d44c4a

View file

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