Some new wall sprites, wires are automatically dropped if both items they're attached to are removed, other items aren't highlighted while dragging an item in editor
This commit is contained in:
@@ -857,22 +857,25 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Vector2(DrawPosition.X - rect.Width / 2, -(DrawPosition.Y+rect.Height/2)), new Vector2(rect.Width, rect.Height), Color.Green);
|
||||
|
||||
foreach (Rectangle t in prefab.Triggers)
|
||||
if (isSelected || isHighlighted)
|
||||
{
|
||||
Rectangle transformedTrigger = TransformTrigger(t);
|
||||
GUI.DrawRectangle(spriteBatch, new Vector2(DrawPosition.X - rect.Width / 2, -(DrawPosition.Y+rect.Height/2)), new Vector2(rect.Width, rect.Height), Color.Green);
|
||||
|
||||
Vector2 rectWorldPos = new Vector2(transformedTrigger.X, transformedTrigger.Y);
|
||||
if (Submarine!=null) rectWorldPos += Submarine.Position;
|
||||
rectWorldPos.Y = -rectWorldPos.Y;
|
||||
foreach (Rectangle t in prefab.Triggers)
|
||||
{
|
||||
Rectangle transformedTrigger = TransformTrigger(t);
|
||||
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
rectWorldPos,
|
||||
new Vector2(transformedTrigger.Width, transformedTrigger.Height),
|
||||
Color.Green);
|
||||
Vector2 rectWorldPos = new Vector2(transformedTrigger.X, transformedTrigger.Y);
|
||||
if (Submarine!=null) rectWorldPos += Submarine.Position;
|
||||
rectWorldPos.Y = -rectWorldPos.Y;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
rectWorldPos,
|
||||
new Vector2(transformedTrigger.Width, transformedTrigger.Height),
|
||||
Color.Green);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (!ShowLinks) return;
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
|
||||
Reference in New Issue
Block a user