Fix: Drag-Icon Groesse nach add_child setzen damit Godot sie nicht ueberschreibt
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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97848930e1
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1 changed files with 4 additions and 3 deletions
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@ -78,8 +78,6 @@ func _start_drag(skill_id: String, icon_path: String):
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var tex = load(icon_path)
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drag_icon = TextureRect.new()
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drag_icon.texture = tex
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drag_icon.custom_minimum_size = Vector2(48, 48)
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drag_icon.size = Vector2(48, 48)
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drag_icon.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
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drag_icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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drag_icon.mouse_filter = Control.MOUSE_FILTER_IGNORE
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@ -88,7 +86,10 @@ func _start_drag(skill_id: String, icon_path: String):
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drag_layer.layer = 200
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drag_layer.add_child(drag_icon)
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get_tree().root.add_child(drag_layer)
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drag_icon.position = get_viewport().get_mouse_position() - Vector2(20, 20)
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# Größe erst nach add_child setzen, sonst überschreibt Godot sie
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drag_icon.custom_minimum_size = Vector2(48, 48)
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drag_icon.size = Vector2(48, 48)
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drag_icon.position = get_viewport().get_mouse_position() - Vector2(24, 24)
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if player and player.hud:
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player.hud.set_drag_active(true)
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