5d2c9f2...bdbcef4
commit bdbcef41bfbc42beeb2d942e7db431b8ab627f1c Author: itchyOwl <lauri.harkanen@gmail.com> Date: Thu Mar 7 13:31:02 2019 +0200 Simplify the sprite related commands. commit 49c8e1cd01953ae31cff99bf35432ab887b45d62 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Thu Mar 7 13:05:20 2019 +0200 Rename "Reload Texture" button as "Reload Sprite", because it actually reloads both the xml and the texture. Add the button text into the localization file. commit 84f58d9e0bb46f29412f936d569348e46227c9d5 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Thu Mar 7 12:50:51 2019 +0200 Add the option to reload xml/texture/both for items when they are hovered over with the mouse. dry. commit 732084c044e6a2c220cee8d5c1d9b5e4ce05587d Author: itchyOwl <lauri.harkanen@gmail.com> Date: Thu Mar 7 12:48:49 2019 +0200 Fix the sprite name of the right hand in the assistant job gear. commit 30344369d7e87a17312cc839f195c36c77c4a3b2 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Thu Mar 7 12:26:20 2019 +0200 Fix ReloadXML failing when multiple source elements are found. commit ddb6fb48b6e0789b18a1ea889dcdf408fcbb5b12 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Thu Mar 7 11:47:13 2019 +0200 Fix damagemodifier multiplier not applied on particles if no sound is played. commit 41206013be41d240b12dad48f4ddaba9b072742b Author: itchyOwl <lauri.harkanen@gmail.com> Date: Thu Mar 7 11:46:22 2019 +0200 Fix engigear lower arm sprite name. commit 8ce938305206ca65aeb00515639e799d9f2fd526 Merge: e6166d2ef 61703e8af Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Mar 6 18:53:36 2019 +0200 Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev commit e6166d2ef24489bac6f217211849884013dbf4e6 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Mar 6 18:53:30 2019 +0200 Implement husk sprite overlays as wearables. Add new husk injector (wip). commit 367c4f5b3784c65c3c26807dd6c10e837960c6bb Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Mar 6 18:52:15 2019 +0200 Add console commands for changing the gender and race of the character. commit 61703e8af274c8f5d9e05575ebaf13c9bde8855f Author: Iiro Enges <iiro@fakefish.fi> Date: Wed Mar 6 17:47:09 2019 +0200 Refined environment item scales and colors
This commit is contained in:
@@ -126,7 +126,20 @@ namespace Barotrauma
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}
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}
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}
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public WearableSprite HuskSprite { get; private set; }
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public void LoadHuskSprite()
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{
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var info = character.Info;
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if (info == null) { return; }
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var element = info.FilterByTypeAndHeadID(character.Info.FilterElementsByGenderAndRace(character.Info.Wearables), WearableType.Husk).FirstOrDefault();
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if (element != null)
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{
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HuskSprite = new WearableSprite(element.Element("sprite"), WearableType.Husk);
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}
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}
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public float TextureScale => limbParams.Ragdoll.TextureScale;
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public Sprite DamagedSprite { get; private set; }
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@@ -266,6 +279,10 @@ namespace Barotrauma
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float bleedingDamage = character.CharacterHealth.DoesBleed ? afflictions.FindAll(a => a is AfflictionBleeding).Sum(a => a.GetVitalityDecrease(character.CharacterHealth)) : 0;
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float damage = afflictions.FindAll(a => a.Prefab.AfflictionType == "damage").Sum(a => a.GetVitalityDecrease(character.CharacterHealth));
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float damageMultiplier = 1;
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foreach (DamageModifier damageModifier in appliedDamageModifiers)
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{
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damageMultiplier *= damageModifier.DamageMultiplier;
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}
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if (playSound)
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{
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string damageSoundType = (bleedingDamage > damage) ? "LimbSlash" : "LimbBlunt";
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@@ -275,7 +292,6 @@ namespace Barotrauma
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{
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damageSoundType = damageModifier.DamageSound;
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SoundPlayer.PlayDamageSound(damageSoundType, Math.Max(damage, bleedingDamage), WorldPosition);
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damageMultiplier *= damageModifier.DamageMultiplier;
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break;
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}
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}
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@@ -408,6 +424,11 @@ namespace Barotrauma
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SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
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if (onlyDrawable == null)
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{
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if (HuskSprite != null && (character.SpeciesName == "Humanhusk" || (character.SpeciesName == "Human" &&
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character.CharacterHealth.GetAffliction<AfflictionHusk>("huskinfection")?.State == AfflictionHusk.InfectionState.Active)))
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{
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DrawWearable(HuskSprite, depthStep, spriteBatch, color, spriteEffect);
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}
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foreach (WearableSprite wearable in OtherWearables)
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{
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DrawWearable(wearable, depthStep, spriteBatch, color, spriteEffect);
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@@ -568,6 +589,9 @@ namespace Barotrauma
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OtherWearables?.ForEach(w => w.Sprite.Remove());
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OtherWearables = null;
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HuskSprite?.Sprite.Remove();
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HuskSprite = null;
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}
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}
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}
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@@ -1599,6 +1599,189 @@ namespace Barotrauma
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TextManager.WriteToCSV();
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NPCConversation.WriteToCSV();
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}));
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#endif
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commands.Add(new Command("cleanbuild", "", (string[] args) =>
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{
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GameMain.Config.MusicVolume = 0.5f;
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GameMain.Config.SoundVolume = 0.5f;
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NewMessage("Music and sound volume set to 0.5", Color.Green);
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commands.Add(new Command("camerasettings", "camerasettings [defaultzoom] [zoomsmoothness] [movesmoothness] [minzoom] [maxzoom]: debug command for testing camera settings. The values default to 1.1, 8.0, 8.0, 0.1 and 2.0.", (string[] args) =>
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{
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float defaultZoom = Screen.Selected.Cam.DefaultZoom;
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if (args.Length > 0) float.TryParse(args[0], NumberStyles.Number, CultureInfo.InvariantCulture, out defaultZoom);
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float zoomSmoothness = Screen.Selected.Cam.ZoomSmoothness;
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if (args.Length > 1) float.TryParse(args[1], NumberStyles.Number, CultureInfo.InvariantCulture, out zoomSmoothness);
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float moveSmoothness = Screen.Selected.Cam.MoveSmoothness;
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if (args.Length > 2) float.TryParse(args[2], NumberStyles.Number, CultureInfo.InvariantCulture, out moveSmoothness);
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float minZoom = Screen.Selected.Cam.MinZoom;
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if (args.Length > 3) float.TryParse(args[3], NumberStyles.Number, CultureInfo.InvariantCulture, out minZoom);
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float maxZoom = Screen.Selected.Cam.MaxZoom;
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if (args.Length > 4) float.TryParse(args[4], NumberStyles.Number, CultureInfo.InvariantCulture, out maxZoom);
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Screen.Selected.Cam.DefaultZoom = defaultZoom;
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Screen.Selected.Cam.ZoomSmoothness = zoomSmoothness;
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Screen.Selected.Cam.MoveSmoothness = moveSmoothness;
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Screen.Selected.Cam.MinZoom = minZoom;
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Screen.Selected.Cam.MaxZoom = maxZoom;
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}));
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commands.Add(new Command("waterparams", "waterparams [distortionscalex] [distortionscaley] [distortionstrengthx] [distortionstrengthy] [bluramount]: default 0.5 0.5 0.5 0.5 1", (string[] args) =>
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{
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float distortScaleX = 0.5f, distortScaleY = 0.5f;
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float distortStrengthX = 0.5f, distortStrengthY = 0.5f;
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float blurAmount = 0.0f;
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if (args.Length > 0) float.TryParse(args[0], NumberStyles.Number, CultureInfo.InvariantCulture, out distortScaleX);
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if (args.Length > 1) float.TryParse(args[1], NumberStyles.Number, CultureInfo.InvariantCulture, out distortScaleY);
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if (args.Length > 2) float.TryParse(args[2], NumberStyles.Number, CultureInfo.InvariantCulture, out distortStrengthX);
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if (args.Length > 3) float.TryParse(args[3], NumberStyles.Number, CultureInfo.InvariantCulture, out distortStrengthY);
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if (args.Length > 4) float.TryParse(args[4], NumberStyles.Number, CultureInfo.InvariantCulture, out blurAmount);
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WaterRenderer.DistortionScale = new Vector2(distortScaleX, distortScaleY);
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WaterRenderer.DistortionStrength = new Vector2(distortStrengthX, distortStrengthY);
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WaterRenderer.BlurAmount = blurAmount;
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}));
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commands.Add(new Command("refreshrect", "Updates the dimensions of the selected items to match the ones defined in the prefab. Applied only in the subeditor.", (string[] args) =>
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{
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//TODO: maybe do this automatically during loading when possible?
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if (Screen.Selected == GameMain.SubEditorScreen)
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{
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if (!MapEntity.SelectedAny)
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{
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ThrowError("You have to select item(s) first!");
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}
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else
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{
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foreach (var mapEntity in MapEntity.SelectedList)
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{
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if (mapEntity is Item item)
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{
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item.Rect = new Rectangle(item.Rect.X, item.Rect.Y,
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(int)(item.Prefab.sprite.size.X * item.Prefab.Scale),
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(int)(item.Prefab.sprite.size.Y * item.Prefab.Scale));
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}
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else if (mapEntity is Structure structure)
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{
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if (!structure.ResizeHorizontal)
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{
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structure.Rect = new Rectangle(structure.Rect.X, structure.Rect.Y,
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(int)structure.Prefab.ScaledSize.X,
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structure.Rect.Height);
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}
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if (!structure.ResizeVertical)
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{
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structure.Rect = new Rectangle(structure.Rect.X, structure.Rect.Y,
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structure.Rect.Width,
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(int)structure.Prefab.ScaledSize.Y);
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}
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}
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}
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}
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}
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}, isCheat: false));
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#endif
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GameMain.Config.SaveNewPlayerConfig();
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commands.Add(new Command("loadtexts", "loadtexts [sourcefile] [destinationfile]: Loads all lines of text from a given .txt file and inserts them sequientially into the elements of an xml file. If the file paths are omitted, EnglishVanilla.txt and EnglishVanilla.xml are used.", (string[] args) =>
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{
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string sourcePath = args.Length > 0 ? args[0] : "Content/Texts/EnglishVanilla.txt";
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string destinationPath = args.Length > 1 ? args[1] : "Content/Texts/EnglishVanilla.xml";
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string[] lines;
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try
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{
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lines = File.ReadAllLines(sourcePath);
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}
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catch (Exception e)
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{
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ThrowError("Reading the file \"" + sourcePath + "\" failed.", e);
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return;
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}
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var doc = XMLExtensions.TryLoadXml(destinationPath);
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int i = 0;
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foreach (XElement element in doc.Root.Elements())
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{
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if (i >= lines.Length)
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{
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ThrowError("Error while loading texts to the xml file. The xml has more elements than the number of lines in the text file.");
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return;
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}
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element.Value = lines[i];
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i++;
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}
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doc.Save(destinationPath);
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},
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() =>
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{
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var files = TextManager.GetTextFiles().Select(f => f.Replace("\\", "/"));
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return new string[][]
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{
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files.Where(f => Path.GetExtension(f)==".txt").ToArray(),
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files.Where(f => Path.GetExtension(f)==".xml").ToArray()
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};
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}));
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commands.Add(new Command("updatetextfile", "updatetextfile [sourcefile] [destinationfile]: Inserts all the xml elements that are only present in the source file into the destination file. Can be used to update outdated translation files more easily.", (string[] args) =>
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{
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if (args.Length < 2) return;
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string sourcePath = args[0];
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string destinationPath = args[1];
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var sourceDoc = XMLExtensions.TryLoadXml(sourcePath);
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var destinationDoc = XMLExtensions.TryLoadXml(destinationPath);
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XElement destinationElement = destinationDoc.Root.Elements().First();
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foreach (XElement element in sourceDoc.Root.Elements())
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{
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if (destinationDoc.Root.Element(element.Name) == null)
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{
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element.Value = "!!!!!!!!!!!!!" + element.Value;
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destinationElement.AddAfterSelf(element);
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}
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XNode nextNode = destinationElement.NextNode;
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while ((!(nextNode is XElement) || nextNode == element) && nextNode != null) nextNode = nextNode.NextNode;
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destinationElement = nextNode as XElement;
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}
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destinationDoc.Save(destinationPath);
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},
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() =>
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{
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var files = TextManager.GetTextFiles().Where(f => Path.GetExtension(f) == ".xml").Select(f => f.Replace("\\", "/")).ToArray();
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return new string[][]
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{
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files,
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files
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};
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}));
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commands.Add(new Command("dumpentitytexts", "dumpentitytexts [filepath]: gets the names and descriptions of all entity prefabs and writes them into a file along with xml tags that can be used in translation files. If the filepath is omitted, the file is written to Content/Texts/EntityTexts.txt", (string[] args) =>
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{
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string filePath = args.Length > 0 ? args[0] : "Content/Texts/EntityTexts.txt";
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List<string> lines = new List<string>();
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foreach (MapEntityPrefab me in MapEntityPrefab.List)
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{
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lines.Add("<EntityName." + me.Identifier + ">" + me.Name + "</" + me.Identifier + ".Name>");
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lines.Add("<EntityDescription." + me.Identifier + ">" + me.Description + "</" + me.Identifier + ".Description>");
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}
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File.WriteAllLines(filePath, lines);
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}));
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#if DEBUG
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commands.Add(new Command("checkduplicates", "Checks the given language for duplicate translation keys and writes to file.", (string[] args) =>
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{
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if (args.Length != 1) return;
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TextManager.CheckForDuplicates(args[0]);
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}));
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commands.Add(new Command("writetocsv", "Writes the default language (English) to a .csv file.", (string[] args) =>
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{
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TextManager.WriteToCSV();
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NPCConversation.WriteToCSV();
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}));
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commands.Add(new Command("loadtexts", "loadtexts [sourcefile] [destinationfile]: Loads all lines of text from a given .txt file and inserts them sequientially into the elements of an xml file. If the file paths are omitted, EnglishVanilla.txt and EnglishVanilla.xml are used.", (string[] args) =>
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{
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@@ -2181,87 +2364,18 @@ namespace Barotrauma
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character.AnimController.ResetRagdoll();
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}, isCheat: true));
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commands.Add(new Command("reloadwearables|reloadlimbs", "Reloads the xml(s) where limbs and wearable sprites (clothing) of the controlled character are defined. Also reloads textures. Provide id or name if you want to target another character.", args =>
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commands.Add(new Command("reloadwearables|reloadlimbs", "Reloads the sprites of all limbs and wearable sprites (clothing) of the controlled character. Provide id or name if you want to target another character.", args =>
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{
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var character = (args.Length == 0) ? Character.Controlled : FindMatchingCharacter(args, true);
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if (character == null)
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{
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ThrowError("Not controlling any character!");
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ThrowError("Not controlling any character or no matching character found with the provided arguments.");
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return;
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}
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foreach (var limb in character.AnimController.Limbs)
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{
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limb.Sprite?.ReloadTexture();
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limb.DamagedSprite?.ReloadTexture();
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limb.DeformSprite?.Sprite.ReloadTexture();
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foreach (var wearable in limb.WearingItems)
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{
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wearable.Sprite.ReloadXML();
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wearable.Sprite.ReloadTexture();
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}
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foreach (var wearable in limb.OtherWearables)
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{
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wearable.Sprite.ReloadXML();
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wearable.Sprite.ReloadTexture();
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}
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}
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ReloadWearables(character);
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}, isCheat: true));
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commands.Add(new Command("reloadxml", "Reloads the xml definition of the selected item(s)/structure(s) (SubEditor). Can also reload sprite xmls by entity id or by the name attribute (sprite element). Example 1: reloadxml id itemid. Example 2: reloadxml name \"Sprite name\"", args =>
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{
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if (Screen.Selected is SpriteEditorScreen)
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{
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return;
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}
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else if (args.Length > 1)
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{
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TryDoActionOnSprite(args[0], args[1], s => s.ReloadXML());
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}
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else if (Screen.Selected is SubEditorScreen subScreen)
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{
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if (!MapEntity.SelectedAny)
|
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{
|
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ThrowError("You have to select item(s)/structure(s) first!");
|
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}
|
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else
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{
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MapEntity.SelectedList.ForEach(e => e.Sprite?.ReloadXML());
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}
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}
|
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else
|
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{
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ThrowError("Please provide the mode (name or id) and the value so that I can find the sprite for you!");
|
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}
|
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}, isCheat: true));
|
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|
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commands.Add(new Command("reloadtexture|reloadtextures", "In sub editor, reloads the xml definition of the selected item(s)/structure(s). Can also reload sprite xmls by entity id or by the name attribute (sprite element). Example 1: reloadtexture id itemid. Example 2: reloadtexture name \"Sprite name\"", args =>
|
||||
{
|
||||
if (Screen.Selected is SpriteEditorScreen)
|
||||
{
|
||||
return;
|
||||
}
|
||||
else if (args.Length > 1)
|
||||
{
|
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TryDoActionOnSprite(args[0], args[1], s => s.ReloadTexture());
|
||||
}
|
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else if (Screen.Selected is SubEditorScreen subScreen)
|
||||
{
|
||||
if (!MapEntity.SelectedAny)
|
||||
{
|
||||
ThrowError("You have to select item(s)/structure(s) first!");
|
||||
}
|
||||
else
|
||||
{
|
||||
MapEntity.SelectedList.ForEach(e => e.Sprite?.ReloadTexture());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ThrowError("Please provide the mode (name or id) and the value so that I can find the sprite for you!");
|
||||
}
|
||||
}, isCheat: true));
|
||||
|
||||
commands.Add(new Command("reloadsprite|reloadsprites", "Reload xml and texture of the given sprite(s). In sub editor, reloads the xml definition of the selected item(s)/structure(s). Can also reload sprite xmls by entity id or by the name attribute (sprite element). Example 1: reloadsprite id itemid. Example 2: reloadsprite name \"Sprite name\"", args =>
|
||||
commands.Add(new Command("reloadsprite|reloadsprites", "Reloads the sprites of the selected item(s)/structure(s) (hovering over or selecting in the subeditor) or the controlled character. Can also reload sprites by entity id or by the name attribute (sprite element). Example 1: reloadsprite id itemid. Example 2: reloadsprite name \"Sprite name\"", args =>
|
||||
{
|
||||
if (Screen.Selected is SpriteEditorScreen)
|
||||
{
|
||||
@@ -2275,31 +2389,68 @@ namespace Barotrauma
|
||||
s.ReloadTexture();
|
||||
});
|
||||
}
|
||||
else if (Screen.Selected is SubEditorScreen subScreen)
|
||||
else if (Screen.Selected is SubEditorScreen)
|
||||
{
|
||||
if (!MapEntity.SelectedAny)
|
||||
{
|
||||
ThrowError("You have to select item(s)/structure(s) first!");
|
||||
}
|
||||
else
|
||||
MapEntity.SelectedList.ForEach(e =>
|
||||
{
|
||||
MapEntity.SelectedList.ForEach(e =>
|
||||
if (e.Sprite != null)
|
||||
{
|
||||
if (e.Sprite != null)
|
||||
{
|
||||
e.Sprite.ReloadXML();
|
||||
e.Sprite.ReloadTexture();
|
||||
}
|
||||
});
|
||||
}
|
||||
e.Sprite.ReloadXML();
|
||||
e.Sprite.ReloadTexture();
|
||||
}
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
ThrowError("Please provide the mode (name or id) and the value so that I can find the sprite for you!");
|
||||
var character = Character.Controlled;
|
||||
if (character == null)
|
||||
{
|
||||
ThrowError("Please provide the mode (name or id) and the value so that I can find the sprite for you!");
|
||||
return;
|
||||
}
|
||||
var item = character.FocusedItem;
|
||||
if (item != null)
|
||||
{
|
||||
item.Sprite.ReloadXML();
|
||||
item.Sprite.ReloadTexture();
|
||||
}
|
||||
else
|
||||
{
|
||||
ReloadWearables(character);
|
||||
}
|
||||
}
|
||||
}, isCheat: true));
|
||||
}
|
||||
|
||||
private static void ReloadWearables(Character character)
|
||||
{
|
||||
foreach (var limb in character.AnimController.Limbs)
|
||||
{
|
||||
limb.Sprite?.ReloadTexture();
|
||||
limb.DamagedSprite?.ReloadTexture();
|
||||
limb.DeformSprite?.Sprite.ReloadTexture();
|
||||
foreach (var wearable in limb.WearingItems)
|
||||
{
|
||||
wearable.Sprite.ReloadXML();
|
||||
wearable.Sprite.ReloadTexture();
|
||||
}
|
||||
foreach (var wearable in limb.OtherWearables)
|
||||
{
|
||||
wearable.Sprite.ReloadXML();
|
||||
wearable.Sprite.ReloadTexture();
|
||||
}
|
||||
if (limb.HuskSprite != null)
|
||||
{
|
||||
limb.HuskSprite.Sprite.ReloadXML();
|
||||
limb.HuskSprite.Sprite.ReloadTexture();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static bool TryDoActionOnSprite(string firstArg, string secondArg, Action<Sprite> action)
|
||||
{
|
||||
switch (firstArg)
|
||||
|
||||
@@ -66,47 +66,6 @@ namespace Barotrauma
|
||||
CanBeFocused = false
|
||||
};
|
||||
|
||||
Point scrollButtonSize = new Point((int)(200 * GUI.Scale), (int)(30 * GUI.Scale));
|
||||
|
||||
crewArea = new GUIFrame(HUDLayoutSettings.ToRectTransform(HUDLayoutSettings.CrewArea, guiFrame.RectTransform), "", Color.Transparent)
|
||||
{
|
||||
CanBeFocused = false
|
||||
};
|
||||
toggleCrewButton = new GUIButton(new RectTransform(new Point((int)(30 * GUI.Scale), HUDLayoutSettings.CrewArea.Height), guiFrame.RectTransform)
|
||||
{ AbsoluteOffset = HUDLayoutSettings.CrewArea.Location },
|
||||
"", style: "UIToggleButton");
|
||||
toggleCrewButton.OnClicked += (GUIButton btn, object userdata) =>
|
||||
{
|
||||
toggleCrewAreaOpen = !toggleCrewAreaOpen;
|
||||
foreach (GUIComponent child in btn.Children)
|
||||
{
|
||||
child.SpriteEffects = toggleCrewAreaOpen ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
|
||||
}
|
||||
return true;
|
||||
};
|
||||
|
||||
characterListBox = new GUIListBox(new RectTransform(new Point(100, (int)(crewArea.Rect.Height - scrollButtonSize.Y * 1.6f)), crewArea.RectTransform, Anchor.CenterLeft), false, Color.Transparent, null)
|
||||
{
|
||||
//Spacing = (int)(3 * GUI.Scale),
|
||||
ScrollBarEnabled = false,
|
||||
ScrollBarVisible = false,
|
||||
CanBeFocused = false
|
||||
};
|
||||
|
||||
scrollButtonUp = new GUIButton(new RectTransform(scrollButtonSize, crewArea.RectTransform, Anchor.TopLeft, Pivot.TopLeft), "", Alignment.Center, "GUIButtonVerticalArrow")
|
||||
{
|
||||
Visible = false,
|
||||
UserData = -1,
|
||||
OnClicked = ScrollCharacterList
|
||||
};
|
||||
scrollButtonDown = new GUIButton(new RectTransform(scrollButtonSize, crewArea.RectTransform, Anchor.BottomLeft, Pivot.BottomLeft), "", Alignment.Center, "GUIButtonVerticalArrow")
|
||||
{
|
||||
Visible = false,
|
||||
UserData = 1,
|
||||
OnClicked = ScrollCharacterList
|
||||
};
|
||||
scrollButtonDown.Children.ForEach(c => c.SpriteEffects = SpriteEffects.FlipVertically);
|
||||
|
||||
var characterInfo = new CharacterInfo(subElement);
|
||||
characterInfos.Add(characterInfo);
|
||||
foreach (XElement invElement in subElement.Elements())
|
||||
@@ -117,6 +76,49 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
var reports = Order.PrefabList.FindAll(o => o.TargetAllCharacters && o.SymbolSprite != null);
|
||||
reportButtonFrame = new GUILayoutGroup(new RectTransform(
|
||||
new Point((HUDLayoutSettings.CrewArea.Height - (int)((reports.Count - 1) * 5 * GUI.Scale)) / reports.Count, HUDLayoutSettings.CrewArea.Height), guiFrame.RectTransform))
|
||||
{
|
||||
AbsoluteSpacing = (int)(5 * GUI.Scale),
|
||||
UserData = "reportbuttons",
|
||||
CanBeFocused = false
|
||||
};
|
||||
|
||||
//report buttons
|
||||
foreach (Order order in reports)
|
||||
{
|
||||
if (!order.TargetAllCharacters || order.SymbolSprite == null) continue;
|
||||
var btn = new GUIButton(new RectTransform(new Point(reportButtonFrame.Rect.Width), reportButtonFrame.RectTransform), style: null)
|
||||
{
|
||||
OnClicked = (GUIButton button, object userData) =>
|
||||
{
|
||||
if (Character.Controlled == null || Character.Controlled.SpeechImpediment >= 100.0f) return false;
|
||||
SetCharacterOrder(null, order, null, Character.Controlled);
|
||||
return true;
|
||||
},
|
||||
UserData = order,
|
||||
ToolTip = order.Name
|
||||
};
|
||||
|
||||
new GUIFrame(new RectTransform(new Vector2(1.5f), btn.RectTransform, Anchor.Center), "OuterGlow")
|
||||
{
|
||||
Color = Color.Red * 0.8f,
|
||||
HoverColor = Color.Red * 1.0f,
|
||||
PressedColor = Color.Red * 0.6f,
|
||||
UserData = "highlighted",
|
||||
CanBeFocused = false,
|
||||
Visible = false
|
||||
};
|
||||
|
||||
var img = new GUIImage(new RectTransform(Vector2.One, btn.RectTransform), order.Prefab.SymbolSprite, scaleToFit: true)
|
||||
{
|
||||
Color = order.Color,
|
||||
HoverColor = Color.Lerp(order.Color, Color.White, 0.5f),
|
||||
ToolTip = order.Name
|
||||
};
|
||||
}
|
||||
|
||||
screenResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
|
||||
|
||||
prevUIScale = GUI.Scale;
|
||||
@@ -1308,6 +1310,14 @@ namespace Barotrauma
|
||||
|
||||
if (GameMain.NetworkMember != null) GameMain.Client.SelectCrewCharacter(character, previewPlayer);
|
||||
|
||||
/// <summary>
|
||||
/// Should report buttons be visible on the screen atm?
|
||||
/// </summary>
|
||||
private bool ReportButtonsVisible()
|
||||
{
|
||||
return CharacterHealth.OpenHealthWindow == null;
|
||||
}
|
||||
|
||||
private bool ReportButtonClicked(GUIButton button, object userData)
|
||||
{
|
||||
//order targeted to all characters
|
||||
|
||||
@@ -626,6 +626,28 @@ namespace Barotrauma
|
||||
|
||||
new GUIMessageBox(TextManager.Get("RestartRequiredLabel"), TextManager.Get("RestartRequiredLanguage"));
|
||||
|
||||
return true;
|
||||
};
|
||||
|
||||
//spacing
|
||||
new GUIFrame(new RectTransform(new Vector2(1.0f, 0.02f), generalLayoutGroup.RectTransform), style: null);
|
||||
|
||||
new GUIButton(new RectTransform(new Vector2(0.4f, 1.0f), buttonArea.RectTransform, Anchor.BottomLeft),
|
||||
TextManager.Get("Cancel"))
|
||||
{
|
||||
IgnoreLayoutGroups = true,
|
||||
OnClicked = (x, y) =>
|
||||
{
|
||||
if (UnsavedSettings)
|
||||
{
|
||||
LoadPlayerConfig();
|
||||
}
|
||||
if (Screen.Selected == GameMain.MainMenuScreen) GameMain.MainMenuScreen.ReturnToMainMenu(null, null);
|
||||
GUI.SettingsMenuOpen = false;
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
//spacing
|
||||
new GUIFrame(new RectTransform(new Vector2(1.0f, 0.02f), generalLayoutGroup.RectTransform), style: null);
|
||||
|
||||
|
||||
@@ -184,6 +184,63 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ApplyTo(RectTransform target)
|
||||
{
|
||||
if (RelativeOffset.HasValue)
|
||||
{
|
||||
target.RelativeOffset = RelativeOffset.Value;
|
||||
}
|
||||
else if (AbsoluteOffset.HasValue)
|
||||
{
|
||||
target.AbsoluteOffset = AbsoluteOffset.Value;
|
||||
}
|
||||
if (RelativeSize.HasValue)
|
||||
{
|
||||
target.RelativeSize = RelativeSize.Value;
|
||||
}
|
||||
else if (AbsoluteSize.HasValue)
|
||||
{
|
||||
target.NonScaledSize = AbsoluteSize.Value;
|
||||
}
|
||||
if (Anchor.HasValue)
|
||||
{
|
||||
target.Anchor = Anchor.Value;
|
||||
}
|
||||
if (Pivot.HasValue)
|
||||
{
|
||||
target.Pivot = Pivot.Value;
|
||||
}
|
||||
else
|
||||
{
|
||||
target.Pivot = RectTransform.MatchPivotToAnchor(target.Anchor);
|
||||
}
|
||||
target.RecalculateChildren(true, true);
|
||||
}
|
||||
}
|
||||
|
||||
public GUIFrame GuiFrame { get; protected set; }
|
||||
|
||||
[Serialize(false, false)]
|
||||
public bool AllowUIOverlap
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
private ItemComponent linkToUIComponent;
|
||||
[Serialize("", false)]
|
||||
public string LinkUIToComponent
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(0, false)]
|
||||
public int HudPriority
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
private bool shouldMuffleLooping;
|
||||
|
||||
@@ -485,11 +485,11 @@ namespace Barotrauma
|
||||
}
|
||||
if (!inGame && Sprite != null)
|
||||
{
|
||||
var reloadTextureButton = new GUIButton(new RectTransform(new Point(editingHUD.Rect.Width / 2, 20)), "Reload Texture");
|
||||
var reloadTextureButton = new GUIButton(new RectTransform(new Point(editingHUD.Rect.Width / 2, 20)), TextManager.Get("ReloadSprite"));
|
||||
reloadTextureButton.OnClicked += (button, data) =>
|
||||
{
|
||||
Sprite.ReloadTexture();
|
||||
Sprite.ReloadXML();
|
||||
Sprite.ReloadTexture();
|
||||
return true;
|
||||
};
|
||||
itemEditor.AddCustomContent(reloadTextureButton, itemEditor.ContentCount);
|
||||
|
||||
@@ -92,11 +92,11 @@ namespace Barotrauma
|
||||
editingHUD = new GUIFrame(new RectTransform(new Vector2(0.3f, 0.25f), GUI.Canvas, Anchor.CenterRight) { MinSize = new Point(400, 0) }) { UserData = this };
|
||||
GUIListBox listBox = new GUIListBox(new RectTransform(new Vector2(0.95f, 0.8f), editingHUD.RectTransform, Anchor.Center), style: null);
|
||||
var editor = new SerializableEntityEditor(listBox.Content.RectTransform, this, inGame, showName: true, elementHeight: 20);
|
||||
var reloadTextureButton = new GUIButton(new RectTransform(new Point(editingHUD.Rect.Width / 2, 20)), "Reload Texture");
|
||||
var reloadTextureButton = new GUIButton(new RectTransform(new Point(editingHUD.Rect.Width / 2, 20)), TextManager.Get("ReloadSprite"));
|
||||
reloadTextureButton.OnClicked += (button, data) =>
|
||||
{
|
||||
Sprite.ReloadTexture();
|
||||
Sprite.ReloadXML();
|
||||
Sprite.ReloadTexture();
|
||||
return true;
|
||||
};
|
||||
editor.AddCustomContent(reloadTextureButton, editor.ContentCount);
|
||||
|
||||
@@ -401,6 +401,43 @@ namespace Barotrauma
|
||||
UpdateSourceRect(limb, newRect);
|
||||
}
|
||||
}
|
||||
UpdateJointCreation();
|
||||
if (PlayerInput.KeyHit(Keys.Left))
|
||||
{
|
||||
foreach (var limb in selectedLimbs)
|
||||
{
|
||||
var newRect = limb.ActiveSprite.SourceRect;
|
||||
newRect.X--;
|
||||
UpdateSourceRect(limb, newRect);
|
||||
}
|
||||
}
|
||||
if (PlayerInput.KeyHit(Keys.Right))
|
||||
{
|
||||
foreach (var limb in selectedLimbs)
|
||||
{
|
||||
var newRect = limb.ActiveSprite.SourceRect;
|
||||
newRect.X++;
|
||||
UpdateSourceRect(limb, newRect);
|
||||
}
|
||||
}
|
||||
if (PlayerInput.KeyHit(Keys.Down))
|
||||
{
|
||||
foreach (var limb in selectedLimbs)
|
||||
{
|
||||
var newRect = limb.ActiveSprite.SourceRect;
|
||||
newRect.Y++;
|
||||
UpdateSourceRect(limb, newRect);
|
||||
}
|
||||
}
|
||||
if (PlayerInput.KeyHit(Keys.Up))
|
||||
{
|
||||
foreach (var limb in selectedLimbs)
|
||||
{
|
||||
var newRect = limb.ActiveSprite.SourceRect;
|
||||
newRect.Y--;
|
||||
UpdateSourceRect(limb, newRect);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!isFreezed)
|
||||
{
|
||||
|
||||
@@ -90,6 +90,9 @@
|
||||
<Content Include="$(MSBuildThisFileDirectory)Content\Characters\Fractalguardian\Fractalguardian.xml">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="$(MSBuildThisFileDirectory)Content\Characters\Humanhusk\Husk_Injector.png">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="$(MSBuildThisFileDirectory)Content\Characters\Human\Human.xml">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
|
||||
@@ -795,15 +795,12 @@ namespace Barotrauma
|
||||
}
|
||||
partial void InitProjSpecific(XDocument doc);
|
||||
|
||||
public void ReloadHead(int? headId = null, int? hairIndex = null, int? beardIndex = null, int? moustacheIndex = null, int? faceAttachmentIndex = null)
|
||||
public void ReloadHead(int? headId = null, int hairIndex = -1, int beardIndex = -1, int moustacheIndex = -1, int faceAttachmentIndex = -1)
|
||||
{
|
||||
if (Info == null) { return; }
|
||||
var head = AnimController.GetLimb(LimbType.Head);
|
||||
if (head == null) { return; }
|
||||
if (headId.HasValue)
|
||||
{
|
||||
Info.RecreateHead(headId.Value, Info.Race, Info.Gender, hairIndex ?? -1, beardIndex ?? -1, moustacheIndex ?? -1, faceAttachmentIndex ?? -1);
|
||||
}
|
||||
Info.RecreateHead(headId ?? Info.HeadSpriteId, Info.Race, Info.Gender, hairIndex, beardIndex, moustacheIndex, faceAttachmentIndex);
|
||||
#if CLIENT
|
||||
head.RecreateSprite();
|
||||
#endif
|
||||
@@ -828,6 +825,10 @@ namespace Barotrauma
|
||||
Info.MoustacheElement?.Elements("sprite").ForEach(s => head.OtherWearables.Add(new WearableSprite(s, WearableType.Moustache)));
|
||||
if (info.HairElement == null) { info.HairIndex = 0; }
|
||||
Info.HairElement?.Elements("sprite").ForEach(s => head.OtherWearables.Add(new WearableSprite(s, WearableType.Hair)));
|
||||
|
||||
#if CLIENT
|
||||
head.LoadHuskSprite();
|
||||
#endif
|
||||
}
|
||||
|
||||
private static string humanConfigFile;
|
||||
|
||||
@@ -462,7 +462,7 @@ namespace Barotrauma
|
||||
private List<XElement> faceAttachments;
|
||||
|
||||
private IEnumerable<XElement> wearables;
|
||||
private IEnumerable<XElement> Wearables
|
||||
public IEnumerable<XElement> Wearables
|
||||
{
|
||||
get
|
||||
{
|
||||
@@ -478,7 +478,18 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerable<XElement> FilterElementsByGenderAndRace(IEnumerable<XElement> elements)
|
||||
public IEnumerable<XElement> FilterByTypeAndHeadID(IEnumerable<XElement> elements, WearableType targetType)
|
||||
{
|
||||
return elements.Where(e =>
|
||||
{
|
||||
if (Enum.TryParse(e.GetAttributeString("type", ""), true, out WearableType type) && type != targetType) { return false; }
|
||||
int headId = e.GetAttributeInt("headid", -1);
|
||||
// if the head id is less than 1, the id is not valid and the condition is ignored.
|
||||
return headId < 1 || headId == Head.HeadSpriteId;
|
||||
});
|
||||
}
|
||||
|
||||
public IEnumerable<XElement> FilterElementsByGenderAndRace(IEnumerable<XElement> elements)
|
||||
{
|
||||
if (elements == null) { return elements; }
|
||||
return elements.Where(w =>
|
||||
@@ -669,17 +680,6 @@ namespace Barotrauma
|
||||
return element == null || element.Name == "Empty" ? null : element;
|
||||
}
|
||||
|
||||
IEnumerable<XElement> FilterByTypeAndHeadID(IEnumerable<XElement> elements, WearableType targetType)
|
||||
{
|
||||
return elements.Where(e =>
|
||||
{
|
||||
if (Enum.TryParse(e.GetAttributeString("type", ""), true, out WearableType type) && type != targetType) { return false; }
|
||||
int headId = e.GetAttributeInt("headid", -1);
|
||||
// if the head id is less than 1, the id is not valid and the condition is ignored.
|
||||
return headId < 1 || headId == Head.HeadSpriteId;
|
||||
});
|
||||
}
|
||||
|
||||
bool IsWearableAllowed(XElement element)
|
||||
{
|
||||
string spriteName = element.Element("sprite").GetAttributeString("name", string.Empty);
|
||||
|
||||
@@ -257,6 +257,11 @@ namespace Barotrauma
|
||||
return null;
|
||||
}
|
||||
|
||||
public T GetAffliction<T>(string afflictionType, bool allowLimbAfflictions = true) where T : Affliction
|
||||
{
|
||||
return GetAffliction(afflictionType, allowLimbAfflictions) as T;
|
||||
}
|
||||
|
||||
public Affliction GetAffliction(string afflictionType, Limb limb)
|
||||
{
|
||||
foreach (Affliction affliction in limbHealths[limb.HealthIndex].Afflictions)
|
||||
|
||||
@@ -985,7 +985,57 @@ namespace Barotrauma
|
||||
Submarine.MainSub?.FlipX();
|
||||
}));
|
||||
|
||||
commands.Add(new Command("loadhead", "Load head sprite(s). Required argument: head id. Optional arguments: hair index, beard index, moustache index, face attachment index.", args =>
|
||||
commands.Add(new Command("gender", "Set the gender of the controlled character. Allowed parameters: Male, Female, None.", args =>
|
||||
{
|
||||
var character = Character.Controlled;
|
||||
if (character == null)
|
||||
{
|
||||
ThrowError("Not controlling any character!");
|
||||
return;
|
||||
}
|
||||
if (args.Length == 0)
|
||||
{
|
||||
ThrowError("No parameters provided!");
|
||||
return;
|
||||
}
|
||||
if (Enum.TryParse(args[0], true, out Gender gender))
|
||||
{
|
||||
character.Info.Gender = gender;
|
||||
character.ReloadHead();
|
||||
foreach (var limb in character.AnimController.Limbs)
|
||||
{
|
||||
foreach (var wearable in limb.WearingItems)
|
||||
{
|
||||
if (wearable.Gender != Gender.None && wearable.Gender != gender)
|
||||
{
|
||||
wearable.Gender = gender;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}));
|
||||
|
||||
commands.Add(new Command("race", "Set race of the controlled character. Allowed parameters: White, Black, Asian, None.", args =>
|
||||
{
|
||||
var character = Character.Controlled;
|
||||
if (character == null)
|
||||
{
|
||||
ThrowError("Not controlling any character!");
|
||||
return;
|
||||
}
|
||||
if (args.Length == 0)
|
||||
{
|
||||
ThrowError("No parameters provided!");
|
||||
return;
|
||||
}
|
||||
if (Enum.TryParse(args[0], true, out Race race))
|
||||
{
|
||||
character.Info.Race = race;
|
||||
character.ReloadHead();
|
||||
}
|
||||
}));
|
||||
|
||||
commands.Add(new Command("loadhead|head", "Load head sprite(s). Required argument: head id. Optional arguments: hair index, beard index, moustache index, face attachment index.", args =>
|
||||
{
|
||||
var character = Character.Controlled;
|
||||
if (character == null)
|
||||
|
||||
@@ -67,6 +67,8 @@ namespace Barotrauma
|
||||
|
||||
public int ParticleLimit { get; set; }
|
||||
|
||||
public int ParticleLimit { get; set; }
|
||||
|
||||
public float LightMapScale { get; set; }
|
||||
public bool SpecularityEnabled { get; set; }
|
||||
public bool ChromaticAberrationEnabled { get; set; }
|
||||
@@ -542,34 +544,6 @@ namespace Barotrauma
|
||||
|
||||
TextManager.LoadTextPacks(SelectedContentPackages);
|
||||
|
||||
//display error messages after all content packages have been loaded
|
||||
//to make sure the package that contains text files has been loaded before we attempt to use TextManager
|
||||
foreach (string missingPackagePath in missingPackagePaths)
|
||||
{
|
||||
DebugConsole.ThrowError(TextManager.Get("ContentPackageNotFound").Replace("[packagepath]", missingPackagePath));
|
||||
}
|
||||
foreach (ContentPackage incompatiblePackage in incompatiblePackages)
|
||||
{
|
||||
DebugConsole.ThrowError(TextManager.Get(incompatiblePackage.GameVersion <= new Version(0, 0, 0, 0) ? "IncompatibleContentPackageUnknownVersion" : "IncompatibleContentPackage")
|
||||
.Replace("[packagename]", incompatiblePackage.Name)
|
||||
.Replace("[packageversion]", incompatiblePackage.GameVersion.ToString())
|
||||
.Replace("[gameversion]", GameMain.Version.ToString()));
|
||||
}
|
||||
foreach (ContentPackage contentPackage in SelectedContentPackages)
|
||||
{
|
||||
foreach (ContentFile file in contentPackage.Files)
|
||||
{
|
||||
if (!System.IO.File.Exists(file.Path))
|
||||
{
|
||||
DebugConsole.ThrowError("Error in content package \"" + contentPackage.Name + "\" - file \"" + file.Path + "\" not found.");
|
||||
continue;
|
||||
}
|
||||
ToolBox.IsProperFilenameCase(file.Path);
|
||||
}
|
||||
}
|
||||
|
||||
TextManager.LoadTextPacks(SelectedContentPackages);
|
||||
|
||||
//display error messages after all content packages have been loaded
|
||||
//to make sure the package that contains text files has been loaded before we attempt to use TextManager
|
||||
foreach (string missingPackagePath in missingPackagePaths)
|
||||
@@ -1226,6 +1200,32 @@ namespace Barotrauma
|
||||
NewLineOnAttributes = true
|
||||
};
|
||||
|
||||
#if CLIENT
|
||||
if (Tutorial.Tutorials != null)
|
||||
{
|
||||
foreach (Tutorial tutorial in Tutorial.Tutorials)
|
||||
{
|
||||
if (tutorial.Completed && !CompletedTutorialNames.Contains(tutorial.Name))
|
||||
{
|
||||
CompletedTutorialNames.Add(tutorial.Name);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
var tutorialElement = new XElement("tutorials");
|
||||
foreach (string tutorialName in CompletedTutorialNames)
|
||||
{
|
||||
tutorialElement.Add(new XElement("Tutorial", new XAttribute("name", tutorialName)));
|
||||
}
|
||||
doc.Root.Add(tutorialElement);
|
||||
|
||||
XmlWriterSettings settings = new XmlWriterSettings
|
||||
{
|
||||
Indent = true,
|
||||
OmitXmlDeclaration = true,
|
||||
NewLineOnAttributes = true
|
||||
};
|
||||
|
||||
#if CLIENT
|
||||
if (Tutorial.Tutorials != null)
|
||||
{
|
||||
|
||||
@@ -15,7 +15,8 @@ namespace Barotrauma
|
||||
Beard,
|
||||
Moustache,
|
||||
FaceAttachment,
|
||||
JobIndicator
|
||||
JobIndicator,
|
||||
Husk
|
||||
}
|
||||
|
||||
class WearableSprite
|
||||
@@ -86,7 +87,7 @@ namespace Barotrauma
|
||||
{
|
||||
Type = type;
|
||||
SourceElement = subElement;
|
||||
SpritePath = subElement.Attribute("texture").Value;
|
||||
SpritePath = subElement.GetAttributeString("texture", string.Empty);
|
||||
Init();
|
||||
switch (type)
|
||||
{
|
||||
@@ -95,6 +96,7 @@ namespace Barotrauma
|
||||
case WearableType.Moustache:
|
||||
case WearableType.FaceAttachment:
|
||||
case WearableType.JobIndicator:
|
||||
case WearableType.Husk:
|
||||
Limb = LimbType.Head;
|
||||
HideLimb = false;
|
||||
HideOtherWearables = false;
|
||||
|
||||
@@ -430,6 +430,13 @@ namespace Barotrauma
|
||||
}
|
||||
CurrentLocation.SelectedMissionIndex = missionIndex;
|
||||
|
||||
//the destination must be the same as the destination of the mission
|
||||
if (CurrentLocation.SelectedMission != null &&
|
||||
CurrentLocation.SelectedMission.Locations[1] != SelectedLocation)
|
||||
{
|
||||
SelectLocation(CurrentLocation.SelectedMission.Locations[1]);
|
||||
}
|
||||
|
||||
SelectedLocation = location;
|
||||
SelectedConnection = connections.Find(c => c.Locations.Contains(CurrentLocation) && c.Locations.Contains(SelectedLocation));
|
||||
OnLocationSelected?.Invoke(SelectedLocation, SelectedConnection);
|
||||
|
||||
@@ -160,6 +160,16 @@ namespace Barotrauma
|
||||
}
|
||||
#endif
|
||||
|
||||
public void SetState()
|
||||
{
|
||||
hit = binding.IsHit();
|
||||
if (hit) hitQueue = true;
|
||||
|
||||
held = binding.IsDown();
|
||||
if (held) heldQueue = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
public bool Hit
|
||||
{
|
||||
get
|
||||
|
||||
@@ -238,7 +238,7 @@ namespace Barotrauma
|
||||
}
|
||||
if (sourceElements.Multiple())
|
||||
{
|
||||
DebugConsole.NewMessage($"[Sprite] Multiple matching elements found by name ({Name}) or identifier ({EntityID})! Cannot reload the xml for sprite element \"{SourceElement.ToString()}\"!", Color.Yellow);
|
||||
DebugConsole.NewMessage($"[Sprite] Multiple matching elements found by name ({Name}) or identifier ({EntityID})!: {SourceElement.ToString()}", Color.Yellow);
|
||||
}
|
||||
else if (sourceElements.None())
|
||||
{
|
||||
@@ -247,6 +247,9 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
SourceElement = sourceElements.Single();
|
||||
}
|
||||
if (SourceElement != null)
|
||||
{
|
||||
Vector4 sourceVector = SourceElement.GetAttributeVector4("sourcerect", Vector4.Zero);
|
||||
sourceRect = new Rectangle((int)sourceVector.X, (int)sourceVector.Y, (int)sourceVector.Z, (int)sourceVector.W);
|
||||
size = SourceElement.GetAttributeVector2("size", Vector2.One);
|
||||
|
||||
Reference in New Issue
Block a user