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Job Selection Tools #110

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TBye101 opened this issue Jan 13, 2019 · 9 comments
Open

Job Selection Tools #110

TBye101 opened this issue Jan 13, 2019 · 9 comments

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@TBye101
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TBye101 commented Jan 13, 2019

Clicking on one command type doesn't unselected the others

@TBye101 TBye101 added this to the 0.1.2 milestone Jan 13, 2019
@TBye101 TBye101 added this to To do in Bugs via automation Jan 13, 2019
@ABuonanni
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For what I can see this behaviour isn't implement at all. So this is not a bug to find and fix but a feature to implement, right?

@TBye101
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TBye101 commented Apr 9, 2019

Yeah, not sure why I marked this as a bug. Must've been late or something.

@TBye101 TBye101 added enhancement and removed bug labels Apr 9, 2019
@ABuonanni ABuonanni self-assigned this Apr 10, 2019
@ABuonanni
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I'm looking at this issued and I was thinking that action buttons (Chop, Mine and TillDirt) should have a public boolean property called like "IsSelected" or "HasSelectedAspect" that the InGameGUI can use to set its buttons appeareance. The property setter code will choose the right texture for the button based on the value of InGameGUI's Selected property. Now this behaviour should be applied to all three buttons and I were wondering wheter was the case to create a new class (called something like ActionButton, to hold all common action buttons behaviour) to implements this in or to implement it in the MonoButton class (but I don't like this second option as much as the first). What do you say?

@TBye101
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TBye101 commented Apr 14, 2019 via email

@ABuonanni
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I like the idea. I'm gonna implement a class that extends MonoButton and a class, let say "ActionButtonsManager", that handles only having one togglable button active at a time.

@TBye101
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TBye101 commented Apr 15, 2019 via email

@ABuonanni
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Ok, I'll do. Thanks.

@ABuonanni
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I'm resuming working on this issue. Is still Crafting the branch to work on?
Thanks.

@TBye101
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TBye101 commented May 23, 2019 via email

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