v0.10.5.1

This commit is contained in:
Juan Pablo Arce
2020-09-22 11:31:56 -03:00
parent 44032d0ae0
commit 0002ad2c50
343 changed files with 12276 additions and 5023 deletions
@@ -97,8 +97,6 @@ namespace Barotrauma
set { chromaticAberrationStrength = MathHelper.Clamp(value, 0.0f, 100.0f); }
}
public string BloodDecalName => Params.BloodDecal;
private readonly List<ParticleEmitter> bloodEmitters = new List<ParticleEmitter>();
public IEnumerable<ParticleEmitter> BloodEmitters
{
@@ -617,7 +615,7 @@ namespace Barotrauma
partial void SetOrderProjSpecific(Order order, string orderOption)
{
GameMain.GameSession?.CrewManager?.DisplayCharacterOrder(this, order, orderOption);
GameMain.GameSession?.CrewManager?.AddCurrentOrderIcon(this, order, orderOption);
}
public static void AddAllToGUIUpdateList()
@@ -786,7 +784,7 @@ namespace Barotrauma
}
if (CampaignInteractionType != CampaignMode.InteractionType.None && AllowCustomInteract)
{
var iconStyle = GUI.Style.GetComponentStyle("CampaignInteractionIcon." + CampaignInteractionType);
var iconStyle = GUI.Style.GetComponentStyle("CampaignInteractionBubble." + CampaignInteractionType);
if (iconStyle != null)
{
Vector2 headPos = AnimController.GetLimb(LimbType.Head)?.WorldPosition ?? WorldPosition + Vector2.UnitY * 100.0f;
@@ -825,15 +823,19 @@ namespace Barotrauma
/// Creates a progress bar that's "linked" to the specified object (or updates an existing one if there's one already linked to the object)
/// The progress bar will automatically fade out after 1 sec if the method hasn't been called during that time
/// </summary>
public HUDProgressBar UpdateHUDProgressBar(object linkedObject, Vector2 worldPosition, float progress, Color emptyColor, Color fullColor)
public HUDProgressBar UpdateHUDProgressBar(object linkedObject, Vector2 worldPosition, float progress, Color emptyColor, Color fullColor, string textTag = "")
{
if (controlled != this) return null;
if (controlled != this) { return null; }
if (!hudProgressBars.TryGetValue(linkedObject, out HUDProgressBar progressBar))
{
progressBar = new HUDProgressBar(worldPosition, Submarine, emptyColor, fullColor);
progressBar = new HUDProgressBar(worldPosition, Submarine, emptyColor, fullColor, textTag);
hudProgressBars.Add(linkedObject, progressBar);
}
else
{
progressBar.TextTag = textTag;
}
progressBar.WorldPosition = worldPosition;
progressBar.FadeTimer = Math.Max(progressBar.FadeTimer, 1.0f);
@@ -859,7 +861,7 @@ namespace Barotrauma
}
var selectedSound = matchingSounds.GetRandom();
if (selectedSound?.Sound == null) { return; }
soundChannel = SoundPlayer.PlaySound(selectedSound.Sound, AnimController.WorldPosition, selectedSound.Volume, selectedSound.Range, CurrentHull);
soundChannel = SoundPlayer.PlaySound(selectedSound.Sound, AnimController.WorldPosition, selectedSound.Volume, selectedSound.Range, hullGuess: CurrentHull);
soundTimer = soundInterval;
}