Further ui improvements, fix simple belts with wires

pull/670/head
tobspr 4 years ago
parent 7d6af359a1
commit 6b7cfb48b3

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@ -1,6 +1,6 @@
.ingame_buildingsToolbar {
position: fixed;
@include S(bottom, 0px);
position: absolute;
@include S(bottom, 5px);
left: 50%;
transform: translateX(-50%);
@ -8,23 +8,25 @@
display: flex;
flex-direction: column;
background: transparent;
border-bottom-width: 0;
transition: transform 120ms ease-in-out;
will-change: transform;
backdrop-filter: blur(D(5px));
backdrop-filter: blur(D(3px));
background-color: rgba(0, 40, 80, 0.05);
@include S(border-radius, $globalBorderRadius);
@include DarkThemeOverride {
background-color: darken($darkModeGameBackground, 15);
background-color: rgba(darken($darkModeGameBackground, 15), 0.4);
&#ingame_HUD_wires_toolbar {
background-color: rgba(darken($darkModeGameBackground, 5), 0.1);
}
}
&:not(.visible) {
transform: translateX(-50%) translateY(#{D(100px)});
}
@include S(border-top-left-radius, $globalBorderRadius);
@include S(border-top-right-radius, $globalBorderRadius);
.buildings {
display: grid;
grid-auto-flow: column;
@ -41,7 +43,7 @@
@include S(width, 35px);
@include S(height, 40px);
background: center center / 65% no-repeat;
background: center center / 70% no-repeat;
&:not(.unlocked) {
@include S(width, 20px);
@ -67,25 +69,10 @@
pointer-events: all;
transition: all 50ms ease-in-out;
transition-property: background-color, transform;
cursor: pointer;
will-change: transform;
&::before {
content: "";
position: absolute;
top: 0;
right: 0;
bottom: 0;
left: 0;
background-color: $accentColorDark;
opacity: 0;
will-change: opacity;
}
cursor: pointer;
&:hover {
&::before {
opacity: 0.1;
}
background-color: rgba(30, 40, 90, 0.1);
}
&.pressed {
@ -94,13 +81,7 @@
&.selected {
// transform: scale(1.05);
&::before {
background-color: rgba($colorBlueBright, 0.2);
opacity: 1;
border-top: D(3px) solid $colorBlueBright;
@include S(top, -3px);
}
background-color: rgba(lighten($colorBlueBright, 9), 0.4);
.keybinding {
color: #111;

@ -1190,6 +1190,11 @@ export class BeltPath extends BasicSerializableObject {
return false;
}
if (this.root.currentLayer !== "regular") {
// Not in regular layer
return true;
}
const mousePos = this.root.app.mousePosition;
if (!mousePos) {
// Mouse not registered

@ -501,7 +501,7 @@ export class BeltSystem extends GameSystemWithFilter {
// POTATO Mode: Only show items when belt is hovered
let hoveredBeltPath = null;
const mousePos = this.root.app.mousePosition;
if (mousePos) {
if (mousePos && this.root.currentLayer === "regular") {
const tile = this.root.camera.screenToWorld(mousePos).toTileSpace();
const contents = this.root.map.getLayerContentXY(tile.x, tile.y, "regular");
if (contents && contents.components.Belt) {

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