(eba811de) Unstable 0.9.703.0

This commit is contained in:
Juan Pablo Arce
2020-02-04 11:54:57 -03:00
parent 15499cb704
commit 08ab6185c4
100 changed files with 2162 additions and 1520 deletions
@@ -95,14 +95,14 @@ namespace Barotrauma
limbSlotIcons = new Dictionary<InvSlotType, Sprite>();
int margin = 2;
limbSlotIcons.Add(InvSlotType.Headset, new Sprite("Content/UI/IconAtlas.png", new Rectangle(384 + margin, 128 + margin, 128 - margin * 2, 128 - margin * 2)));
limbSlotIcons.Add(InvSlotType.InnerClothes, new Sprite("Content/UI/IconAtlas.png", new Rectangle(512 + margin, 128 + margin, 128 - margin * 2, 128 - margin * 2)));
limbSlotIcons.Add(InvSlotType.Card, new Sprite("Content/UI/IconAtlas.png", new Rectangle(640 + margin, 128 + margin, 128 - margin * 2, 128 - margin * 2)));
limbSlotIcons.Add(InvSlotType.Headset, new Sprite("Content/UI/MainIconsAtlas.png", new Rectangle(384 + margin, 128 + margin, 128 - margin * 2, 128 - margin * 2)));
limbSlotIcons.Add(InvSlotType.InnerClothes, new Sprite("Content/UI/MainIconsAtlas.png", new Rectangle(512 + margin, 128 + margin, 128 - margin * 2, 128 - margin * 2)));
limbSlotIcons.Add(InvSlotType.Card, new Sprite("Content/UI/MainIconsAtlas.png", new Rectangle(640 + margin, 128 + margin, 128 - margin * 2, 128 - margin * 2)));
limbSlotIcons.Add(InvSlotType.Head, new Sprite("Content/UI/IconAtlas.png", new Rectangle(896 + margin, 128 + margin, 128 - margin * 2, 128 - margin * 2)));
limbSlotIcons.Add(InvSlotType.LeftHand, new Sprite("Content/UI/InventoryUIAtlas.png", new Rectangle(640 + margin, 0 + margin, 128 - margin * 2, 128 - margin * 2)));
limbSlotIcons.Add(InvSlotType.RightHand, new Sprite("Content/UI/InventoryUIAtlas.png", new Rectangle(768 + margin, 0 + margin, 128 - margin * 2, 128 - margin * 2)));
limbSlotIcons.Add(InvSlotType.OuterClothes, new Sprite("Content/UI/IconAtlas.png", new Rectangle(768 + margin, 896 + margin, 128 - margin * 2, 128 - margin * 2)));
limbSlotIcons.Add(InvSlotType.Head, new Sprite("Content/UI/MainIconsAtlas.png", new Rectangle(896 + margin, 128 + margin, 128 - margin * 2, 128 - margin * 2)));
limbSlotIcons.Add(InvSlotType.LeftHand, new Sprite("Content/UI/InventoryUIAtlas.png", new Rectangle(634, 0, 128, 128)));
limbSlotIcons.Add(InvSlotType.RightHand, new Sprite("Content/UI/InventoryUIAtlas.png", new Rectangle(762, 0, 128, 128)));
limbSlotIcons.Add(InvSlotType.OuterClothes, new Sprite("Content/UI/MainIconsAtlas.png", new Rectangle(256 + margin, 128 + margin, 128 - margin * 2, 128 - margin * 2)));
}
SlotPositions = new Vector2[SlotTypes.Length];
CurrentLayout = Layout.Default;
@@ -165,7 +165,7 @@ namespace Barotrauma
slots[i] = new InventorySlot(slotRect)
{
SubInventoryDir = Math.Sign(HUDLayoutSettings.InventoryAreaUpper.Bottom - slotRect.Center.Y),
SubInventoryDir = Math.Sign(GameMain.GraphicsHeight / 2 - slotRect.Center.Y),
Disabled = false,
SlotSprite = slotSprite,
Color = SlotTypes[i] == InvSlotType.Any ? Color.White * 0.2f : Color.White * 0.4f
@@ -532,7 +532,7 @@ namespace Barotrauma
}
}
if (character.SelectedCharacter == null) // Permanently open subinventories only available when the default UI layout is in use -> not when grabbing characters
if (character == Character.Controlled && character.SelectedCharacter == null) // Permanently open subinventories only available when the default UI layout is in use -> not when grabbing characters
{
//remove the highlighted slots of other characters' inventories when not grabbing anyone
highlightedSubInventorySlots.RemoveWhere(s => s.ParentInventory != this && s.ParentInventory?.Owner is Character);
@@ -622,32 +622,11 @@ namespace Barotrauma
}
var quickUseAction = GetQuickUseAction(item, allowEquip: true, allowInventorySwap: false, allowApplyTreatment: false);
slot.QuickUseButtonToolTip = quickUseAction == QuickUseAction.None ?
if (quickUseAction != QuickUseAction.Drop)
{
slot.QuickUseButtonToolTip = quickUseAction == QuickUseAction.None ?
"" : TextManager.GetWithVariable("QuickUseAction." + quickUseAction.ToString(), "[equippeditem]", character.SelectedItems.FirstOrDefault(i => i != null)?.Name);
//equipped item that can't be put in the inventory, use delayed dropping
if (quickUseAction == QuickUseAction.Drop)
{
slot.QuickUseButtonToolTip =
TextManager.Get("QuickUseAction.HoldToUnequip", returnNull: true) ??
(GameMain.Config.Language == "English" ? "Hold to unequip" : TextManager.Get("QuickUseAction.Unequip"));
if (PlayerInput.LeftButtonHeld())
{
slot.QuickUseTimer = Math.Max(0.1f, slot.QuickUseTimer + deltaTime);
if (slot.QuickUseTimer >= 1.0f)
{
item.Drop(Character.Controlled);
GUI.PlayUISound(GUISoundType.DropItem);
}
}
else
{
slot.QuickUseTimer = Math.Max(0.0f, slot.QuickUseTimer - deltaTime * 5.0f);
}
}
else
{
if (PlayerInput.PrimaryMouseButtonDown()) slot.EquipButtonState = GUIComponent.ComponentState.Pressed;
if (PlayerInput.PrimaryMouseButtonClicked())
{
@@ -994,13 +973,13 @@ namespace Barotrauma
}
if (Locked) { color *= 0.3f; }
var quickUseIndicator = Items[i].AllowedSlots.Any(a => a == InvSlotType.Any) ?
EquipIndicator : DropIndicator;
var quickUseHighlight = Items[i].AllowedSlots.Any(a => a == InvSlotType.Any) ?
EquipIndicatorHighlight : DropIndicatorHighlight;
if (!Items[i].AllowedSlots.Any(a => a == InvSlotType.Any))
{
continue;
}
quickUseIndicator.Draw(spriteBatch, slots[i].EquipButtonRect.Center.ToVector2(), color, quickUseIndicator.Origin, 0, UIScale);
slots[i].QuickUseTimer = Math.Min(slots[i].QuickUseTimer, 1.0f);
EquipIndicator.Draw(spriteBatch, slots[i].EquipButtonRect.Center.ToVector2(), color, EquipIndicator.Origin, 0, UIScale);
/*slots[i].QuickUseTimer = Math.Min(slots[i].QuickUseTimer, 1.0f);
if (slots[i].QuickUseTimer > 0.0f)
{
float indicatorFillAmount = character.HasEquippedItem(Items[i]) ? 1.0f - slots[i].QuickUseTimer : slots[i].QuickUseTimer;
@@ -1012,9 +991,9 @@ namespace Barotrauma
null,
Vector2.One * UIScale * 0.85f);
}
else if (character.HasEquippedItem(Items[i]))
else*/ if (character.HasEquippedItem(Items[i]))
{
quickUseHighlight.Draw(spriteBatch, slots[i].EquipButtonRect.Center.ToVector2(), color * 0.9f, quickUseHighlight.Origin, 0, UIScale * 0.85f);
EquipIndicatorHighlight.Draw(spriteBatch, slots[i].EquipButtonRect.Center.ToVector2(), color * 0.9f, EquipIndicatorHighlight.Origin, 0, UIScale * 0.85f);
}
}