Walking is blocked while an on-demand overlay (trade window, workbench) is open

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cthangover committed 2026-10-22 17:09:39 +02:00
1 parent 002cd09495
commit ec787f3e2f
1 file changed
+7 -2
+7 -2
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@@ -11,7 +11,8 @@ namespace Cthangover.Mods.Rpg
/// they are on a Russian or any other layout; the arrows work too.
/// <para/>
/// The world must not walk while something else owns the keyboard or the
/// player's attention: a dialog, a toolbar panel (inventory, journal), a
/// player's attention: a dialog, a toolbar panel (inventory, journal) or a
/// window-like overlay opened by a scenario (a trade window, a workbench), a
/// focused editor window or text field, a paused tree, a scene transition.
/// <see cref="IsWalkBlocked"/> collects those checks in one place.
/// </summary>
@@ -61,13 +62,17 @@ namespace Cthangover.Mods.Rpg
return IsPanelOpen();
}
// Panels and "once" overlays opened on demand are window-like entries on the
// host layer. Overlays shown from the start (a HUD strip) do not block walking.
private static bool IsPanelOpen()
{
var host = UiHost.Instance;
if (host == null)
return false;
foreach (var entry in UiRegistry.PanelEntries)
foreach (var entry in UiRegistry.Entries)
{
if (!UiRegistry.IsPanel(entry) && !(entry.Once && !entry.ShowOnStart))
continue;
if (host.TryGetInstance(entry.Id, out var panel) && panel.IsVisibleInTree())
return true;
}