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* Add mode button to main menu * [WIP] Add mode menu. Add factory-based gameMode creation * Add savefile migration, serialize, deserialize * Add hidden HUD elements, zone, and zoom, boundary constraints * Clean up lint issues * Add building, HUD exclusion, building exclusion, and refactor - [WIP] Add ConstantProducer building that combines ConstantSignal and ItemProducer functionality. Currently using temp assets. - Add pre-placement check to the zone - Use Rectangles for zone and boundary - Simplify zone drawing - Account for exclusion in savegame data - [WIP] Add puzzle play and edit buttons in puzzle mode menu * [WIP] Add building, component, and systems for producing and accepting user-specified items and checking goal criteria * Add ingame puzzle mode UI elements - Add minimal menus in puzzle mode for back, next navigation - Add lower menu for changing zone dimenensions Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
55 lines
1.2 KiB
SCSS
55 lines
1.2 KiB
SCSS
#ingame_HUD_ModeMenu {
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position: absolute;
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@include S(bottom, 10px);
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@include S(left, 10px);
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display: flex;
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backdrop-filter: blur(D(1px));
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flex-direction: column;
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align-items: flex-start;
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backdrop-filter: blur(D(1px));
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padding: D(3px);
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> button,
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> .button {
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@include PlainText;
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@include IncreasedClickArea(0px);
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background: green;
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@include S(width, 30px);
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@include S(height, 30px);
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pointer-events: all;
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cursor: pointer;
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position: relative;
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transition: all 0.12s ease-in-out;
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transition-property: opacity, transform;
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display: inline-flex;
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background: center center / 70% no-repeat;
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grid-row: 1;
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&.pressed {
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transform: scale(0.9) !important;
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}
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opacity: 0.7;
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&:hover {
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opacity: 0.9 !important;
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}
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@include DarkThemeInvert;
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&.settings {
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& {
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/* @load-async */
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background-image: uiResource("icons/settings_menu_settings.png");
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}
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}
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&:hover {
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opacity: 0.9;
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transform: translateY(0);
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}
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}
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}
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