Fix click sorting (#11657)
This commit is contained in:
@@ -1,8 +1,10 @@
|
||||
using Content.Client.Clickable;
|
||||
using Content.Client.Gameplay;
|
||||
using Content.Shared.Weapons.Ranged.Systems;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Client.Input;
|
||||
using Robust.Client.State;
|
||||
using Robust.Shared.Input;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Physics.Components;
|
||||
@@ -79,27 +81,23 @@ public sealed class TetherGunSystem : SharedTetherGunSystem
|
||||
|
||||
if (_dragging == null)
|
||||
{
|
||||
var bodyQuery = GetEntityQuery<PhysicsComponent>();
|
||||
var lowest = new List<(int DrawDepth, uint RenderOrder, EntityUid Entity)>();
|
||||
var gameState = IoCManager.Resolve<IStateManager>().CurrentState;
|
||||
|
||||
foreach (var ent in _lookup.GetEntitiesIntersecting(mousePos, LookupFlags.Approximate | LookupFlags.Static))
|
||||
if (gameState is GameplayState game)
|
||||
{
|
||||
if (!bodyQuery.HasComponent(ent) ||
|
||||
!TryComp<ClickableComponent>(ent, out var clickable) ||
|
||||
!clickable.CheckClick(mousePos.Position, out var drawDepth, out var renderOrder)) continue;
|
||||
EntityUid? uid;
|
||||
|
||||
lowest.Add((drawDepth, renderOrder, ent));
|
||||
foreach (var ent in _lookup.GetEntitiesIntersecting(mousePos, LookupFlags.Approximate | LookupFlags.Static))
|
||||
{
|
||||
uid = game.GetEntityUnderPosition(mousePos);
|
||||
|
||||
if (uid != null)
|
||||
StartDragging(uid.Value, mousePos);
|
||||
}
|
||||
}
|
||||
|
||||
lowest.Sort((x, y) => y.DrawDepth == x.DrawDepth ? y.RenderOrder.CompareTo(x.RenderOrder) : y.DrawDepth.CompareTo(x.DrawDepth));
|
||||
|
||||
foreach (var ent in lowest)
|
||||
{
|
||||
StartDragging(ent.Entity, mousePos);
|
||||
break;
|
||||
}
|
||||
|
||||
if (_dragging == null) return;
|
||||
if (_dragging == null)
|
||||
return;
|
||||
}
|
||||
|
||||
if (!TryComp<TransformComponent>(_dragging!.Value, out var xform) ||
|
||||
|
||||
Reference in New Issue
Block a user