Further ui improvements, fix simple belts with wires
Before Width: | Height: | Size: 4.1 KiB After Width: | Height: | Size: 4.5 KiB |
Before Width: | Height: | Size: 3.9 KiB After Width: | Height: | Size: 5.0 KiB |
Before Width: | Height: | Size: 6.1 KiB After Width: | Height: | Size: 8.9 KiB |
Before Width: | Height: | Size: 4.4 KiB After Width: | Height: | Size: 5.9 KiB |
Before Width: | Height: | Size: 4.2 KiB After Width: | Height: | Size: 5.2 KiB |
Before Width: | Height: | Size: 4.7 KiB After Width: | Height: | Size: 6.3 KiB |
Before Width: | Height: | Size: 4.5 KiB After Width: | Height: | Size: 6.2 KiB |
Before Width: | Height: | Size: 4.7 KiB After Width: | Height: | Size: 6.3 KiB |
Before Width: | Height: | Size: 5.9 KiB After Width: | Height: | Size: 7.0 KiB |
Before Width: | Height: | Size: 3.9 KiB After Width: | Height: | Size: 5.1 KiB |
Before Width: | Height: | Size: 5.2 KiB After Width: | Height: | Size: 7.2 KiB |
Before Width: | Height: | Size: 5.3 KiB After Width: | Height: | Size: 7.7 KiB |
Before Width: | Height: | Size: 5.0 KiB After Width: | Height: | Size: 7.2 KiB |
Before Width: | Height: | Size: 5.1 KiB After Width: | Height: | Size: 6.4 KiB |
Before Width: | Height: | Size: 4.0 KiB After Width: | Height: | Size: 5.0 KiB |
Before Width: | Height: | Size: 4.3 KiB After Width: | Height: | Size: 5.5 KiB |
Before Width: | Height: | Size: 4.7 KiB After Width: | Height: | Size: 7.1 KiB |
Before Width: | Height: | Size: 4.9 KiB After Width: | Height: | Size: 7.2 KiB |
Before Width: | Height: | Size: 3.4 KiB After Width: | Height: | Size: 3.8 KiB |
@ -1,6 +1,6 @@
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.ingame_buildingsToolbar {
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position: fixed;
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@include S(bottom, 0px);
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position: absolute;
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@include S(bottom, 5px);
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left: 50%;
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transform: translateX(-50%);
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@ -8,23 +8,25 @@
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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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backdrop-filter: blur(D(3px));
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background-color: rgba(0, 40, 80, 0.05);
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@include S(border-radius, $globalBorderRadius);
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@include DarkThemeOverride {
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background-color: darken($darkModeGameBackground, 15);
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background-color: rgba(darken($darkModeGameBackground, 15), 0.4);
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&#ingame_HUD_wires_toolbar {
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background-color: rgba(darken($darkModeGameBackground, 5), 0.1);
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}
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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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@ -41,7 +43,7 @@
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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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background: center center / 70% no-repeat;
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&:not(.unlocked) {
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@include S(width, 20px);
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@ -67,25 +69,10 @@
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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: $accentColorDark;
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opacity: 0;
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will-change: opacity;
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}
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&:hover {
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&::before {
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opacity: 0.1;
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}
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background-color: rgba(30, 40, 90, 0.1);
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}
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&.pressed {
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@ -94,13 +81,7 @@
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&.selected {
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// transform: scale(1.05);
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&::before {
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background-color: rgba($colorBlueBright, 0.2);
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opacity: 1;
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border-top: D(3px) solid $colorBlueBright;
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@include S(top, -3px);
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}
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background-color: rgba(lighten($colorBlueBright, 9), 0.4);
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.keybinding {
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color: #111;
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@ -1190,6 +1190,11 @@ export class BeltPath extends BasicSerializableObject {
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return false;
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}
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if (this.root.currentLayer !== "regular") {
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// Not in regular layer
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return true;
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}
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const mousePos = this.root.app.mousePosition;
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if (!mousePos) {
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// Mouse not registered
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@ -501,7 +501,7 @@ export class BeltSystem extends GameSystemWithFilter {
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// POTATO Mode: Only show items when belt is hovered
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let hoveredBeltPath = null;
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const mousePos = this.root.app.mousePosition;
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if (mousePos) {
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if (mousePos && this.root.currentLayer === "regular") {
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const tile = this.root.camera.screenToWorld(mousePos).toTileSpace();
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const contents = this.root.map.getLayerContentXY(tile.x, tile.y, "regular");
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if (contents && contents.components.Belt) {
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