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(Adventure) Fix draft scene transition (#7666)
* Fixing an issue in which touching the space the map occupies outside of the world map does not allow the player to move (very relevant on maps with content in the top left corner) * Fixing a bug in which the transition screen's non-blocking of the start match button can be clicked multiple times, which results in a crash when the match ends
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@@ -511,13 +511,11 @@ public class EventScene extends MenuScene implements IAfterMatch {
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if (match.p1 instanceof AdventureEventData.AdventureEventHuman) {
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humanMatch = match;
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continue;
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} else if (match.p2 instanceof AdventureEventData.AdventureEventHuman) {
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AdventureEventData.AdventureEventParticipant placeholder = match.p1;
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match.p1 = match.p2;
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match.p2 = placeholder;
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humanMatch = match;
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continue;
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} else {
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//Todo: Actually run match simulation here
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if (MyRandom.percentTrue(50)) {
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@@ -530,7 +528,6 @@ public class EventScene extends MenuScene implements IAfterMatch {
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match.winner = match.p2;
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}
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}
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}
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if (humanMatch != null && humanMatch.round != currentEvent.currentRound)
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@@ -539,14 +536,16 @@ public class EventScene extends MenuScene implements IAfterMatch {
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DuelScene duelScene = DuelScene.instance();
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EnemySprite enemy = humanMatch.p2.getSprite();
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currentEvent.nextOpponent = humanMatch.p2;
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advance.setDisabled(true);
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FThreads.invokeInEdtNowOrLater(() -> Forge.setTransitionScreen(new TransitionScreen(() -> {
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duelScene.initDuels(WorldStage.getInstance().getPlayerSprite(), enemy, false, currentEvent);
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advance.setDisabled(false);
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Forge.switchScene(duelScene);
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}, Forge.takeScreenshot(), true, false, false, false, "", Current.player().avatar(), enemy.getAtlasPath(), Current.player().getName(), enemy.getName(), humanMatch.p1.getRecord(), humanMatch.p2.getRecord())));
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} else {
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finishRound();
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advance.setDisabled(false);
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}
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advance.setDisabled(false);
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}
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AdventureEventData.AdventureEventMatch humanMatch = null;
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