Fix multiplayer gameplay and UI interaction edge cases

This commit is contained in:
Alexander Sellite 2026-08-10 21:40:55 -04:00
parent e589ca9133
commit d690d74268
7 changed files with 137 additions and 19 deletions

View file

@ -342,7 +342,6 @@ func setup(
fishing_spot.bite_prompt_changed.connect(_on_bite_prompt_changed)
fishing_spot.catch_display_changed.connect(_on_catch_display_changed)
fishing_spot.showcase_changed.connect(_on_showcase_changed)
fishing_spot.art_ui_toggle_requested.connect(_toggle_surface_drawing)
_player_menu.menu_visibility_changed.connect(
_on_player_menu_visibility_changed
)
@ -1113,6 +1112,16 @@ func _toggle_surface_drawing() -> void:
_surface_drawing.activate(_drawing_pointer_window_position())
func set_surface_drawing_hotbar_selected(is_selected: bool) -> void:
if _surface_drawing == null:
return
if is_selected:
if not _surface_drawing.is_active() and _surface_drawing.can_activate():
_surface_drawing.activate(_drawing_pointer_window_position())
elif _surface_drawing.is_active():
_surface_drawing.deactivate()
func _drawing_pointer_window_position() -> Vector2:
if _virtual_mouse_active:
return _virtual_mouse_window_position