debug tweak; extra null check on EventSystem.current
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@@ -36,8 +36,7 @@ namespace UIFixes
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foreach (ItemContextClass itemContext in MultiSelect.ItemContexts)
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{
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builder.AppendFormat("x{0} {1}", itemContext.Item.StackObjectsCount, itemContext.Item.ToString());
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builder.AppendLine();
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builder.AppendFormat("x{0} {1}\n", itemContext.Item.StackObjectsCount, itemContext.Item.ToString());
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}
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if (MultiSelect.SecondaryContexts.Any())
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@@ -45,8 +44,7 @@ namespace UIFixes
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builder.AppendFormat("Secondary Items: <color=yellow>{0}</color>\n", MultiSelect.SecondaryCount);
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foreach (ItemContextClass itemContext in MultiSelect.SecondaryContexts)
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{
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builder.Append(itemContext.Item.ToString());
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builder.AppendLine();
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builder.AppendFormat("x{0} {1}\n", itemContext.Item.StackObjectsCount, itemContext.Item.ToString());
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}
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}
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@@ -29,7 +29,7 @@ namespace UIFixes
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{
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// Need an item context to operate on, and ignore these keypresses if there's a focused textbox somewhere
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ItemContextAbstractClass itemContext = __instance.R().ItemContext;
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if (itemContext == null || EventSystem.current.currentSelectedGameObject?.GetComponent<TMP_InputField>() != null)
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if (itemContext == null || EventSystem.current?.currentSelectedGameObject?.GetComponent<TMP_InputField>() != null)
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{
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return;
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}
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