Don't show resource cursor when painting

This commit is contained in:
Gustas
2025-04-18 13:21:29 +03:00
committed by Paul Chote
parent 955634a520
commit fe2c227270

View File

@@ -45,8 +45,6 @@ namespace OpenRA.Mods.Common.Widgets
resourceRenderers = world.WorldActor.TraitsImplementing<IResourceRenderer>().ToArray(); resourceRenderers = world.WorldActor.TraitsImplementing<IResourceRenderer>().ToArray();
cell = wr.Viewport.ViewToWorld(wr.Viewport.WorldToViewPx(Viewport.LastMousePos)); cell = wr.Viewport.ViewToWorld(wr.Viewport.WorldToViewPx(Viewport.LastMousePos));
UpdatePreview(); UpdatePreview();
action = new AddResourcesEditorAction(resourceType, resourceLayer);
} }
public bool HandleMouseInput(MouseInput mi) public bool HandleMouseInput(MouseInput mi)
@@ -70,13 +68,14 @@ namespace OpenRA.Mods.Common.Widgets
if (mi.Button == MouseButton.Left && mi.Event != MouseInputEvent.Up && resourceLayer.CanAddResource(ResourceType, cell)) if (mi.Button == MouseButton.Left && mi.Event != MouseInputEvent.Up && resourceLayer.CanAddResource(ResourceType, cell))
{ {
action ??= new AddResourcesEditorAction(ResourceType, resourceLayer);
action.Add(new CellResource(cell, resourceLayer.GetResource(cell))); action.Add(new CellResource(cell, resourceLayer.GetResource(cell)));
resourceAdded = true; resourceAdded = true;
} }
else if (resourceAdded && mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Up) else if (resourceAdded && mi.Button == MouseButton.Left && mi.Event == MouseInputEvent.Up)
{ {
editorActionManager.Add(action); editorActionManager.Add(action);
action = new AddResourcesEditorAction(ResourceType, resourceLayer); action = null;
resourceAdded = false; resourceAdded = false;
} }
@@ -101,7 +100,7 @@ namespace OpenRA.Mods.Common.Widgets
} }
} }
IEnumerable<IRenderable> IEditorBrush.RenderAboveShroud(Actor self, WorldRenderer wr) { return preview; } IEnumerable<IRenderable> IEditorBrush.RenderAboveShroud(Actor self, WorldRenderer wr) { return action == null ? preview : null; }
IEnumerable<IRenderable> IEditorBrush.RenderAnnotations(Actor self, WorldRenderer wr) { yield break; } IEnumerable<IRenderable> IEditorBrush.RenderAnnotations(Actor self, WorldRenderer wr) { yield break; }
public void Tick() { } public void Tick() { }