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Fixed double clicking sometimes firing when you're just dragging units around in the level editor.
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1 changed files with 4 additions and 1 deletions
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@ -38,6 +38,7 @@ module.exports = class ThangsTabView extends CocoView
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'editor:view-switched': 'onViewSwitched'
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'sprite:dragged': 'onSpriteDragged'
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'sprite:mouse-up': 'onSpriteMouseUp'
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'sprite:mouse-down': 'onSpriteMouseDown'
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'sprite:double-clicked': 'onSpriteDoubleClicked'
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'surface:stage-mouse-up': 'onStageMouseUp'
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'editor:random-terrain-generated': 'onRandomTerrainGenerated'
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@ -192,6 +193,7 @@ module.exports = class ThangsTabView extends CocoView
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@surface?.spriteBoss?.selectSprite null, null
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onSpriteMouseDown: (e) ->
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@dragged = false
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# Sprite clicks happen after stage clicks, but we need to know whether a sprite is being clicked.
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# clearTimeout @backgroundAddClickTimeout
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# if e.originalEvent.nativeEvent.button == 2
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@ -206,6 +208,7 @@ module.exports = class ThangsTabView extends CocoView
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onSpriteDragged: (e) ->
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return unless @selectedExtantThang and e.thang?.id is @selectedExtantThang?.id
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@dragged = true
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@surface.camera.dragDisabled = true
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{stageX, stageY} = e.originalEvent
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wop = @surface.camera.screenToWorld x: stageX, y: stageY
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@ -230,7 +233,7 @@ module.exports = class ThangsTabView extends CocoView
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@thangsTreema.set path + '/config/pos', x: pos.x, y: pos.y, z: pos.z
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onSpriteDoubleClicked: (e) ->
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return unless e.thang
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return unless e.thang and not @dragged
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@editThang thangID: e.thang.id
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onRandomTerrainGenerated: (e) ->
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