using System;
using System.Diagnostics;
using System.Globalization;
+using System.Linq;
using System.Numerics;
using Dalamud.Game.ClientState.Objects;
using Dalamud.Interface;
QuestStep? currentStep = currentQuest.Quest
.FindSequence(currentQuest.Sequence)
?.FindStep(currentQuest.Step);
- bool colored = currentStep != null && currentStep.InteractionType == EInteractionType.Instruction
- && _questController
- .HasCurrentTaskMatching<WaitAtEnd.WaitNextStepOrSequence>();
-
+ bool lastStep = currentStep ==
+ currentQuest.Quest.FindSequence(currentQuest.Sequence)?.Steps.LastOrDefault();
+ bool colored = currentStep != null
+ && !lastStep
+ && currentStep.InteractionType == EInteractionType.Instruction
+ && _questController.HasCurrentTaskMatching<WaitAtEnd.WaitNextStepOrSequence>();
+
+ ImGui.BeginDisabled(lastStep);
if (colored)
ImGui.PushStyleColor(ImGuiCol.Text, ImGuiColors.HealerGreen);
if (ImGuiComponents.IconButtonWithText(FontAwesomeIcon.ArrowCircleRight, "Skip"))
if (colored)
ImGui.PopStyleColor();
+ ImGui.EndDisabled();
bool autoAcceptNextQuest = _configuration.General.AutoAcceptNextQuest;
if (ImGui.Checkbox("Automatically accept next quest", ref autoAcceptNextQuest))