protected override bool update_menu_map() { if (MapMenu != null) { MapMenu.Update(); if (MapMenu != null && MapMenu.Finished) { MapMenu = null; } return(true); } return(false); }
/// <summary> /// Updates preparations menus. Returns true if an active menu was processed, so no other menus should be updated. /// </summary> protected bool update_preparations() { //@Debug: I think this is redundant with update_menu_map(), other than // the outermost if statement if (Global.game_system.preparations) { if (MapMenu != null) { MapMenu.Update(); if (MapMenu != null && MapMenu.Finished) { MapMenu = null; } return(true); } } return(false); }