waypoint selection bug, unequipped captain uniform sprites, repairtool sounds & particle tweaking, wire overlap bug, connectionpanel loading bug, looting dead crew members
This commit is contained in:
@@ -18,12 +18,12 @@
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pickdistance="150"
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tags="smallitem">
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<Sprite texture ="captainTorso.png" depth="0.4"/>
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<Sprite texture ="captainLegs.png" sourcerect="0,49,52,17" depth="0.4"/>
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<Body radius="8" density="5"/>
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<Body width="52" height="17"/>
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<Wearable slots="Torso">
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<sprite texture="captainTorso.png" limb="Torso" sourcerect="0,3,30,58" origin="0.5,0.45" depth="0.01"/>
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<Wearable slots="Any,Torso">
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<sprite texture="captainTorso.png" limb="Torso" sourcerect="0,3,30,58" origin="0.5,0.48" depth="0.01"/>
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<sprite texture="captainTorso.png" limb="RightHand" sourcerect="47,0,15,39" origin="0.45,0.6"/>
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<sprite texture="captainTorso.png" limb="LeftHand" sourcerect="47,0,15,39" origin="0.45,0.6" depth="0.14"/>
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@@ -38,11 +38,11 @@
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pickdistance="150"
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tags="smallitem">
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<Sprite texture ="captainLegs.png" depth="0.4"/>
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<Sprite texture ="captainLegs.png" sourcerect="0,67,51,13" depth="0.4"/>
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<Body radius="8" density="5"/>
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<Body width="51" height="13"/>
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<Wearable slots="Legs">
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<Wearable slots="Any,Legs">
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<sprite texture="captainLegs.png" limb="Waist" sourcerect="0,0,1,1" origin="0.5,0.5" hidelimb="true"/>
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<sprite texture="captainLegs.png" limb="RightThigh" sourcerect="52,34,28,46" origin="0.5,0.5" depth="0.10" hidelimb="true"/>
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<sprite texture="captainLegs.png" limb="LeftThigh" sourcerect="52,34,28,46" origin="0.5,0.5" depth="0.14" hidelimb="true"/>
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@@ -20,7 +20,7 @@
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pickdistance="200"
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price="50">
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<Sprite texture ="DivingMask.png" depth="0.4"/>
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<Sprite texture ="DivingMask.png" depth="0.5"/>
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<Body radius="18" density="5"/>
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@@ -42,7 +42,7 @@
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pickdistance="200"
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price="200">
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<Sprite texture ="DivingSuit.png" sourcerect="82,15,46,113" depth="0.4"/>
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<Sprite texture ="DivingSuit.png" sourcerect="82,15,46,113" depth="0.5"/>
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<Body width="37" height="113" density="5"/>
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@@ -77,7 +77,7 @@
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<Explosion range="5" damage="20" stun="10" force="5.0"/>
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</StatusEffect>
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<LightComponent color="1.0,1.0,1.0,1.0" Flicker="0.5">
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<LightComponent color="0.1,0.8,1.0,1.0" Flicker="0.5">
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<sprite texture="Content/Items/Electricity/lightsprite.png" origin="0.5,0.5"/>
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</LightComponent>
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</RepairTool>
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@@ -11,8 +11,8 @@
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<Body width="16" height="7"/>
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<Pickable slots="Any">
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<StatusEffect type="OnBroken" target="This" Condition="-100.0" sound="Content/Items/Weapons/stunGrenade.ogg">
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<Explosion range="10.0" structuredamage="600" damage="100" stun="5" force="20.0"/>
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<StatusEffect type="OnBroken" target="This" Condition="-100.0" sound="Content/Items/Reactor/explosion.ogg">
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<Explosion range="5.0" structuredamage="300" damage="200" stun="5" force="20.0"/>
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</StatusEffect>
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</Pickable>
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</Item>
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@@ -51,7 +51,7 @@
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<Sprite texture ="railgunloader.png" depth =" 0.8"/>
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<ItemContainer hideitems="false" drawinventory="true" capacity="5" itempos="54,-61" iteminterval="40,0" canbeselected = "true">
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<ItemContainer hideitems="false" drawinventory="true" capacity="5" itempos="54,-61" iteminterval="40,0" itemrotation="-90" canbeselected = "true">
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<Containable name="Railgun Shell"/>
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</ItemContainer>
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@@ -63,14 +63,17 @@
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<Sprite texture ="railgunshell.png" depth ="0.5"/>
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<Body radius="9" height="67"/>
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<Body width="87" height="18"/>
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<Holdable slots="BothHands" holdpos="0,-50" handle1="-10,0" handle2="10,0" aimable="false"/>
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<Projectile launchimpulse="80.0">
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<Attack damage="100" bleedingdamage="10" structuredamage="200" damagetype="Blunt"/>
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</Projectile>
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<ItemContainer hideitems="true" capacity="1" canbeselected = "true">
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<Containable name="smallitem"/>
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</ItemContainer>
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</Item>
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</Items>
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@@ -5,7 +5,7 @@
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Tags="smallitem"
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pickdistance="150">
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<Sprite texture ="idcard.png"/>
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<Sprite texture ="idcard.png" depth="0.5f"/>
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<Body width="16" height="16" density="10"/>
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@@ -87,10 +87,10 @@
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<weld
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startsizemin="0.9,0.9" startsizemax="1.1,1.1"
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sizechangemin="-0.1,-0.1" sizechangemax="0.1,0.1"
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sizechangemin="-4.0,-0.1" sizechangemax="-4.0,-0.5"
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startcolor="1.0, 1.0, 1.0" startalpha="1.0"
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colorchange="0.0, 0.0, -1.0, -5.0"
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lifetime="0.5"
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colorchange="0.0, 0.0, 0.0, -4.0"
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lifetime="0.25"
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inwater="false"
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velocitychange="0.0, 0.0">
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<sprite texture="Content/Particles/flames.png" sourcerect="0,0,128,64" origin="0.15,0.5"/>
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@@ -98,10 +98,10 @@
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<plasma
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startsizemin="0.9,0.9" startsizemax="1.1,1.1"
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sizechangemin="-0.1,-0.1" sizechangemax="0.1,0.1"
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sizechangemin="-4.0,-0.5" sizechangemax="-4.0,-0.5"
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startcolor="1.0, 1.0, 1.0" startalpha="1.0"
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colorchange="0.0, 0.0, -1.0, -5.0"
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lifetime="0.5"
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colorchange="0.0, 0.0, 0.0, -4.0"
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lifetime="0.25"
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inwater="false"
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velocitychange="0.0, 0.0">
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<sprite texture="Content/Particles/flames.png" sourcerect="0,64,128,64" origin="0.15,0.5"/>
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@@ -34,7 +34,7 @@ namespace Subsurface
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public readonly bool IsNetworkPlayer;
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private Inventory inventory;
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private CharacterInventory inventory;
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public double LastNetworkUpdate;
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@@ -66,6 +66,7 @@ namespace Subsurface
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protected float maxHealth;
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protected Item closestItem;
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private Character closestCharacter, selectedCharacter;
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protected bool isDead;
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@@ -93,7 +94,6 @@ namespace Subsurface
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protected float soundInterval;
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private float bleeding;
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//private float blood;
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private Sound[] sounds;
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private float[] soundRange;
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@@ -113,7 +113,7 @@ namespace Subsurface
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get { return AnimController.Mass; }
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}
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public Inventory Inventory
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public CharacterInventory Inventory
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{
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get { return inventory; }
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}
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@@ -301,11 +301,11 @@ namespace Subsurface
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public Character(string file, Vector2 position, CharacterInfo characterInfo = null, bool isNetworkPlayer = false)
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{
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selectKeyHit = new Key(false);
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actionKeyDown = new Key(true);
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actionKeyHit = new Key(false);
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secondaryKeyHit = new Key(false);
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secondaryKeyDown = new Key(true);
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selectKeyHit = new Key(false);
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actionKeyDown = new Key(true);
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actionKeyHit = new Key(false);
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secondaryKeyHit = new Key(false);
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secondaryKeyDown = new Key(true);
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selectedItems = new Item[2];
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@@ -330,7 +330,7 @@ namespace Subsurface
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{
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AnimController = new HumanoidAnimController(this, doc.Root.Element("ragdoll"));
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AnimController.TargetDir = Direction.Right;
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inventory = new CharacterInventory(10, this);
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inventory = new CharacterInventory(15, this);
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}
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else
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{
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@@ -432,11 +432,15 @@ namespace Subsurface
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}
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Item item = new Item(itemPrefab, Position);
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inventory.TryPutItem(item, item.AllowedSlots, false);
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if (info.Job.EquipSpawnItem[i])
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{
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item.Equip(this);
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inventory.TryPutItem(item,
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item.AllowedSlots.HasFlag(LimbSlot.Any) ? item.AllowedSlots & ~LimbSlot.Any : item.AllowedSlots, false);
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}
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else
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{
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inventory.TryPutItem(item, item.AllowedSlots, false);
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}
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if (item.Prefab.Name == "ID Card" && spawnPoint != null)
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@@ -460,8 +464,7 @@ namespace Subsurface
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//find the closest item if selectkey has been hit, or if the character is being
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//controlled by the player (in order to highlight it)
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//closestItem = null;
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if (controlled==this)
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if (controlled == this)
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{
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Vector2 mouseSimPos = ConvertUnits.ToSimUnits(cam.ScreenToWorld(PlayerInput.MousePosition));
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closestItem = FindClosestItem(mouseSimPos);
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@@ -474,6 +477,13 @@ namespace Subsurface
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new NetworkEvent(NetworkEventType.PickItem, ID, true, closestItem.ID);
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}
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}
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closestCharacter = FindClosestCharacter(mouseSimPos);
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if (closestCharacter != selectedCharacter) selectedCharacter = null;
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if (closestCharacter!=null)
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{
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if (selectKeyHit.State) selectedCharacter = (selectedCharacter==null) ? closestCharacter : null;
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}
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}
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for (int i = 0; i < selectedItems.Length; i++ )
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@@ -509,6 +519,31 @@ namespace Subsurface
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return Item.FindPickable(pos, selectedConstruction == null ? mouseSimPos : selectedConstruction.SimPosition, null, selectedItems);
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}
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private Character FindClosestCharacter(Vector2 mouseSimPos, float maxDist = 150.0f)
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{
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Character closestCharacter = null;
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float closestDist = 0.0f;
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maxDist = ConvertUnits.ToSimUnits(maxDist);
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foreach (Character c in Character.CharacterList)
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{
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if (c == this) continue;
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if (Vector2.Distance(SimPosition, c.SimPosition) > maxDist) continue;
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float dist = Vector2.Distance(mouseSimPos, c.SimPosition);
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if (dist < maxDist && closestCharacter==null || dist<closestDist)
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{
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closestCharacter = c;
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closestDist = dist;
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continue;
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}
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}
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return closestCharacter;
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}
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/// <summary>
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/// Control the character according to player input
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/// </summary>
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@@ -743,10 +778,10 @@ namespace Subsurface
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private static GUIProgressBar drowningBar, healthBar;
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public void DrawHud(SpriteBatch spriteBatch, Camera cam)
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{
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if (drowningBar==null)
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if (drowningBar == null)
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{
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int width = 100, height = 20;
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drowningBar = new GUIProgressBar(new Rectangle(20, Game1.GraphicsHeight/2, width, height), Color.Blue, 1.0f);
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drowningBar = new GUIProgressBar(new Rectangle(20, Game1.GraphicsHeight / 2, width, height), Color.Blue, 1.0f);
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healthBar = new GUIProgressBar(new Rectangle(20, Game1.GraphicsHeight / 2 + 30, width, height), Color.Red, 1.0f);
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}
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@@ -757,11 +792,26 @@ namespace Subsurface
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healthBar.BarSize = health / maxHealth;
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if (healthBar.BarSize < 1.0f) healthBar.Draw(spriteBatch);
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if (Controlled.Inventory != null) Controlled.Inventory.Draw(spriteBatch);
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if (Controlled.Inventory != null) Controlled.Inventory.DrawOwn(spriteBatch);
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if (closestItem != null && selectedConstruction==null)
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Color color = Color.Orange;
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if (closestCharacter != null && closestCharacter.isDead)
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{
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Vector2 startPos = Position + (closestCharacter.Position - Position) * 0.7f;
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startPos = cam.WorldToScreen(startPos);
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Vector2 textPos = startPos;
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float stringWidth = GUI.Font.MeasureString(closestCharacter.Info.Name).X;
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textPos -= new Vector2(stringWidth / 2, 20);
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spriteBatch.DrawString(GUI.Font, closestCharacter.Info.Name, textPos, Color.Black);
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spriteBatch.DrawString(GUI.Font, closestCharacter.Info.Name, textPos + new Vector2(1, -1), Color.Orange);
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if (selectedCharacter==closestCharacter) closestCharacter.inventory.Draw(spriteBatch);
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}
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else if (closestItem != null && selectedConstruction==null)
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{
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Color color = Color.Orange;
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Vector2 startPos = Position + (closestItem.Position - Position) * 0.7f;
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startPos = cam.WorldToScreen(startPos);
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@@ -782,7 +832,7 @@ namespace Subsurface
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spriteBatch.DrawString(GUI.Font, coloredText.text, textPos + new Vector2(1, -1), coloredText.color);
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textPos.Y += 25;
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}
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}
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}
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}
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@@ -19,7 +19,8 @@ namespace Subsurface
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private static LimbSlot[] limbSlots = new LimbSlot[] {
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LimbSlot.Head, LimbSlot.Torso, LimbSlot.Legs, LimbSlot.LeftHand, LimbSlot.RightHand,
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LimbSlot.Any, LimbSlot.Any, LimbSlot.Any, LimbSlot.Any, LimbSlot.Any };
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LimbSlot.Any, LimbSlot.Any, LimbSlot.Any, LimbSlot.Any, LimbSlot.Any,
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LimbSlot.Any, LimbSlot.Any, LimbSlot.Any, LimbSlot.Any, LimbSlot.Any};
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private Vector2[] slotPositions;
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@@ -52,12 +53,12 @@ namespace Subsurface
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case 4:
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slotPositions[i] = new Vector2(
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spacing * 2 + rectWidth + (spacing + rectWidth) * (i - 3),
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Game1.GraphicsHeight - (spacing + rectHeight));
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Game1.GraphicsHeight - (spacing + rectHeight)*3);
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break;
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default:
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slotPositions[i] = new Vector2(
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spacing * (4 + (i - 5)) + rectWidth * (3 + (i - 5)),
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Game1.GraphicsHeight - (spacing + rectHeight));
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spacing * 2 + rectWidth + (spacing + rectWidth) * ((i - 3)%5),
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Game1.GraphicsHeight - (spacing + rectHeight) * ((i>9) ? 2 : 1));
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break;
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}
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}
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@@ -212,7 +213,7 @@ namespace Subsurface
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}
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public override void Draw(SpriteBatch spriteBatch)
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public void DrawOwn(SpriteBatch spriteBatch)
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{
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if (doubleClickedItem!=null && doubleClickedItem.inventory!=this)
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{
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@@ -251,7 +252,7 @@ namespace Subsurface
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slotRect.Y = (int)slotPositions[i].Y;
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UpdateSlot(spriteBatch, slotRect, i, items[i], false);
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UpdateSlot(spriteBatch, slotRect, i, items[i], i>4);
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if (draggingItem!=null && draggingItem == items[i]) draggingItemSlot = slotRect;
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}
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@@ -58,8 +58,8 @@ namespace Subsurface.Items.Components
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[HasDefaultValue(0.0f, false)]
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public float ItemRotation
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{
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get { return itemRotation; }
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set { itemRotation = value; }
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get { return MathHelper.ToDegrees(itemRotation); }
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set { itemRotation = MathHelper.ToRadians(value); }
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}
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private float itemRotation;
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@@ -183,6 +183,17 @@ namespace Subsurface.Items.Components
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if (!attachable || item.body==null) return true;
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item.Drop();
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var containedItems = item.ContainedItems;
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if (containedItems!=null)
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{
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foreach (Item contained in containedItems)
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{
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if (contained.body == null) continue;
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contained.SetTransform(item.SimPosition, contained.body.Rotation);
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}
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}
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item.body.Enabled = false;
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item.body = null;
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@@ -124,7 +124,7 @@ namespace Subsurface.Items.Components
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Body targetBody = Submarine.PickBody(TransformedBarrelPos, targetPosition, ignoredBodies);
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pickedPosition = Submarine.LastPickedPosition;
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if (targetBody==null || targetBody.UserData==null) return true;
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if (targetBody == null || targetBody.UserData == null) return true;
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//ApplyStatusEffects(ActionType.OnUse, 1.0f, character);
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@@ -550,9 +550,7 @@ namespace Subsurface.Items.Components
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public virtual void Load(XElement componentElement)
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{
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if (componentElement == null) return;
|
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|
||||
|
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if (componentElement == null) return;
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foreach (XAttribute attribute in componentElement.Attributes())
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||||
{
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||||
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@@ -179,6 +179,10 @@ namespace Subsurface.Items.Components
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foreach (Item contained in item.ContainedItems)
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{
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contained.Condition = 0.0f;
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if (contained.body!=null)
|
||||
{
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contained.body.SetTransform(item.SimPosition, contained.body.Rotation);
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}
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||||
}
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return true;
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@@ -28,7 +28,7 @@ namespace Subsurface.Items.Components
|
||||
|
||||
private List<StatusEffect> effects;
|
||||
|
||||
int[] wireId;
|
||||
public readonly int[] wireId;
|
||||
|
||||
public List<Connection> Recipients
|
||||
{
|
||||
@@ -463,7 +463,7 @@ namespace Subsurface.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
wireId = null;
|
||||
//wireId = null;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -74,21 +74,26 @@ namespace Subsurface.Items.Components
|
||||
public override void Load(XElement element)
|
||||
{
|
||||
base.Load(element);
|
||||
|
||||
connections.Clear();
|
||||
|
||||
List<Connection> loadedConnections = new List<Connection>();
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString())
|
||||
{
|
||||
case "input":
|
||||
connections.Add(new Connection(subElement, item));
|
||||
loadedConnections.Add(new Connection(subElement, item));
|
||||
break;
|
||||
case "output":
|
||||
connections.Add(new Connection(subElement, item));
|
||||
loadedConnections.Add(new Connection(subElement, item));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i<loadedConnections.Count && i<connections.Count; i++)
|
||||
{
|
||||
loadedConnections[i].wireId.CopyTo(connections[i].wireId, 0);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Remove()
|
||||
|
||||
@@ -274,12 +274,12 @@ namespace Subsurface.Items.Components
|
||||
|
||||
for (int i = 1; i < Nodes.Count; i++)
|
||||
{
|
||||
DrawSection(spriteBatch, Nodes[i], Nodes[i - 1], i, item.Color);
|
||||
DrawSection(spriteBatch, Nodes[i], Nodes[i - 1], item.Color);
|
||||
}
|
||||
|
||||
if (isActive && Vector2.Distance(newNodePos, Nodes[Nodes.Count - 1]) > nodeDistance)
|
||||
{
|
||||
DrawSection(spriteBatch, Nodes[Nodes.Count - 1], newNodePos, Nodes.Count, item.Color * 0.5f);
|
||||
DrawSection(spriteBatch, Nodes[Nodes.Count - 1], newNodePos, item.Color * 0.5f);
|
||||
//nodes.Add(newNodePos);
|
||||
}
|
||||
|
||||
@@ -333,7 +333,7 @@ selectedNodeIndex = null;
|
||||
|
||||
}
|
||||
|
||||
private void DrawSection(SpriteBatch spriteBatch, Vector2 start, Vector2 end, int i, Color color)
|
||||
private void DrawSection(SpriteBatch spriteBatch, Vector2 start, Vector2 end, Color color)
|
||||
{
|
||||
start.Y = -start.Y;
|
||||
end.Y = -end.Y;
|
||||
@@ -344,7 +344,7 @@ selectedNodeIndex = null;
|
||||
new Vector2(0.0f, wireSprite.size.Y / 2.0f),
|
||||
new Vector2((Vector2.Distance(start, end)) / wireSprite.Texture.Width, 0.3f),
|
||||
SpriteEffects.None,
|
||||
wireSprite.Depth + 0.1f + i * 0.00001f);
|
||||
wireSprite.Depth + ((item.ID % 100) * 0.00001f));
|
||||
}
|
||||
|
||||
public override XElement Save(XElement parentElement)
|
||||
|
||||
@@ -450,13 +450,21 @@ namespace Subsurface
|
||||
{
|
||||
if (ic.Parent != null) ic.IsActive = ic.Parent.IsActive;
|
||||
|
||||
if (!ic.WasUsed) ic.StopSounds(ActionType.OnUse);
|
||||
ic.WasUsed = false;
|
||||
//if (!ic.WasUsed)
|
||||
//{
|
||||
// if (ic.Name == "RepairTool" && ic.IsActive)
|
||||
// {
|
||||
// System.Diagnostics.Debug.WriteLine("stop sounds");
|
||||
// }
|
||||
// ic.StopSounds(ActionType.OnUse);
|
||||
//}
|
||||
//ic.WasUsed = false;
|
||||
|
||||
|
||||
if (!ic.IsActive)
|
||||
{
|
||||
ic.StopSounds(ActionType.OnActive);
|
||||
ic.StopSounds(ActionType.OnUse);
|
||||
continue;
|
||||
}
|
||||
if (condition > 0.0f)
|
||||
|
||||
@@ -436,7 +436,7 @@ namespace Subsurface
|
||||
|
||||
float dragCoefficient = 0.00001f;
|
||||
|
||||
float speedLength = speed.Length();
|
||||
float speedLength = (speed == Vector2.Zero) ? 0.0f : speed.Length();
|
||||
float drag = speedLength * speedLength * dragCoefficient * mass;
|
||||
|
||||
if (speed != Vector2.Zero)
|
||||
|
||||
@@ -73,7 +73,7 @@ namespace Subsurface
|
||||
|
||||
public override void DrawEditing(SpriteBatch spriteBatch, Camera cam)
|
||||
{
|
||||
if (editingHUD==null)
|
||||
if (editingHUD == null || editingHUD.UserData != this)
|
||||
{
|
||||
editingHUD = CreateEditingHUD();
|
||||
}
|
||||
|
||||
@@ -258,7 +258,6 @@ namespace Subsurface.Networking
|
||||
{
|
||||
Character.Controlled = null;
|
||||
Game1.GameScreen.Cam.TargetPos = Vector2.Zero;
|
||||
Game1.GameScreen.Cam.Zoom = 1.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -161,9 +161,8 @@ namespace Subsurface.Particles
|
||||
float drawRotation = Physics.Interpolate(prevRotation, rotation);
|
||||
|
||||
drawPosition = ConvertUnits.ToDisplayUnits(drawPosition);
|
||||
|
||||
|
||||
prefab.sprite.Draw(spriteBatch, drawPosition, color*alpha, drawRotation, size.X, SpriteEffects.None, prefab.sprite.Depth);
|
||||
|
||||
prefab.sprite.Draw(spriteBatch, drawPosition, color*alpha, prefab.sprite.origin, drawRotation, size, SpriteEffects.None, prefab.sprite.Depth);
|
||||
|
||||
//spriteBatch.Draw(
|
||||
// prefab.sprite.Texture,
|
||||
|
||||
@@ -194,6 +194,11 @@ namespace Subsurface
|
||||
{
|
||||
spriteBatch.Draw(texture, pos + offset, sourceRect, color, rotation + rotate, origin, scale, spriteEffect, depth == null ? this.depth : (float)depth);
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, Vector2 pos, Color color, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
|
||||
{
|
||||
spriteBatch.Draw(texture, pos + offset, sourceRect, color, rotation + rotate, origin, scale, spriteEffect, depth == null ? this.depth : (float)depth);
|
||||
}
|
||||
|
||||
public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Color color)
|
||||
{
|
||||
|
||||
Binary file not shown.
Reference in New Issue
Block a user