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.ingame_buildingsToolbar {
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position: fixed;
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@include S(bottom, 0px);
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left: 50%;
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transform: translateX(-50%);
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// NOTE: This flex rule may not be necessary. Need to find out intent.
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display: flex;
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flex-direction: column;
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background: transparent;
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border-bottom-width: 0;
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transition: transform 120ms ease-in-out;
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will-change: transform;
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backdrop-filter: blur(D(5px));
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@include DarkThemeOverride {
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background-color: darken($darkModeGameBackground, 15);
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}
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&:not(.visible) {
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transform: translateX(-50%) translateY(#{D(100px)});
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}
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@include S(border-top-left-radius, $globalBorderRadius);
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@include S(border-top-right-radius, $globalBorderRadius);
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.buildings {
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display: grid;
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grid-auto-flow: column;
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.building {
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color: $accentColorDark;
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display: flex;
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flex-direction: column;
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position: relative;
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align-items: center;
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justify-content: center;
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@include S(padding, 5px);
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@include S(padding-bottom, 1px);
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@include S(width, 35px);
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@include S(height, 40px);
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background: center center / 65% no-repeat;
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&:not(.unlocked) {
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@include S(width, 20px);
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opacity: 0.15;
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background-image: none !important;
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&::before {
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content: " ";
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background: uiResource("locked_building.png") center center / #{D(20px)} #{D(20px)}
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no-repeat;
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position: absolute;
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top: 0;
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right: 0;
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bottom: 0;
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left: 0;
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z-index: 4;
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}
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}
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@include S(border-radius, $globalBorderRadius);
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&.unlocked {
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pointer-events: all;
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transition: all 50ms ease-in-out;
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transition-property: background-color, transform;
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cursor: pointer;
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will-change: transform;
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&::before {
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content: "";
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position: absolute;
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top: 0;
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right: 0;
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bottom: 0;
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left: 0;
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background-color: $accentColorDark;
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opacity: 0;
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will-change: opacity;
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}
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&:hover {
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&::before {
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opacity: 0.1;
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}
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}
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&.pressed {
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transform: scale(0.9) !important;
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}
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&.selected {
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// transform: scale(1.05);
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&::before {
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background-color: rgba($colorBlueBright, 0.2);
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opacity: 1;
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border-top: D(3px) solid $colorBlueBright;
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@include S(top, -3px);
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}
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.keybinding {
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color: #111;
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}
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}
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}
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}
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}
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}
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