(2df363efc) Refactor avoiding, because the previous method wasn't working well. It now should work better, but requires a heading vector. Add some notes on how to improve the method. TODO: revisit fishes.

This commit is contained in:
Joonas Rikkonen
2019-05-18 17:41:58 +03:00
parent 1a5bf77149
commit 11d08f4f70
17 changed files with 123 additions and 107 deletions
@@ -396,11 +396,8 @@ namespace Barotrauma
{
MouseOn.DrawToolTip(spriteBatch);
}
if (GameMain.WindowActive)
{
Cursor.Draw(spriteBatch, PlayerInput.LatestMousePosition, 0, Scale / 2f);
}
Cursor.Draw(spriteBatch, PlayerInput.LatestMousePosition);
}
public static void DrawBackgroundSprite(SpriteBatch spriteBatch, Sprite backgroundSprite, float blurAmount = 1.0f, float aberrationStrength = 1.0f)
@@ -91,7 +91,7 @@ namespace Barotrauma
}
InnerFrame.RectTransform.NonScaledSize =
new Point(InnerFrame.Rect.Width, (int)Math.Max(height / Content.RectTransform.RelativeSize.Y, height + (int)(50 * GUI.yScale)));
new Point(InnerFrame.Rect.Width, (int)Math.Max(height / Content.RectTransform.RelativeSize.Y, height + 50));
Content.RectTransform.NonScaledSize =
new Point(Content.Rect.Width, height);
}
@@ -99,7 +99,7 @@ namespace Barotrauma
Buttons = new List<GUIButton>(buttons.Length);
for (int i = 0; i < buttons.Length; i++)
{
var button = new GUIButton(new RectTransform(new Vector2(Math.Min(0.9f / buttons.Length, 0.5f), 1.0f), buttonContainer.RectTransform), buttons[i], style: "GUIButtonLarge");
var button = new GUIButton(new RectTransform(new Vector2(Math.Min(0.9f / buttons.Length, 0.5f), 1.0f), buttonContainer.RectTransform, maxSize: new Point(300, 35)), buttons[i], style: "GUIButtonLarge");
Buttons.Add(button);
}