Item UI replacements, fabricator bugfix, randomly spawning artifacts, AI can fix leaks, LimbAttacks do damage once (not each frame for the duration of the attack)

This commit is contained in:
Regalis
2016-01-14 21:06:08 +02:00
parent eb20af622d
commit 0fc085c86d
33 changed files with 340 additions and 123 deletions
@@ -249,8 +249,11 @@ namespace Barotrauma.Items.Components
foreach (Tuple<ItemPrefab,int> ip in fabricatedItem.RequiredItems)
{
var requiredItem = containers[0].Inventory.Items.FirstOrDefault(it => it != null && it.Prefab == ip.Item1);
containers[0].Inventory.RemoveItem(requiredItem);
for (int i = 0; i<ip.Item2; i++)
{
var requiredItem = containers[0].Inventory.Items.FirstOrDefault(it => it != null && it.Prefab == ip.Item1);
containers[0].Inventory.RemoveItem(requiredItem);
}
}
Item.Spawner.QueueItem(fabricatedItem.TargetItem, containers[1].Inventory);
@@ -268,7 +271,7 @@ namespace Barotrauma.Items.Components
ItemContainer container = item.GetComponent<ItemContainer>();
foreach (Tuple<ItemPrefab,int> ip in targetItem.RequiredItems)
{
if (Array.FindAll(container.Inventory.Items, it => it != null && it.Prefab == ip.Item1).Count() < ip.Item2) continue;
if (Array.FindAll(container.Inventory.Items, it => it != null && it.Prefab == ip.Item1).Count() >= ip.Item2) continue;
activateButton.Enabled = false;
break;
}
@@ -276,15 +279,6 @@ namespace Barotrauma.Items.Components
GuiFrame.Update((float)Physics.step);
GuiFrame.Draw(spriteBatch);
//itemList.Update(0.016f);
//itemList.Draw(spriteBatch);
//if (selectedItemFrame != null)
//{
// selectedItemFrame.Update(0.016f);
// selectedItemFrame.Draw(spriteBatch);
//}
}
public override bool FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetBuffer message)