Displaying the condition of contained items in the inventory slot of the parent item (i.e. the amount of oxygen left in a diving suit is visible without highlighting the suit), some debug logging, colored speech bubbles

This commit is contained in:
Regalis
2016-04-21 17:17:32 +03:00
parent e46ec1ade2
commit 12dc494e42
15 changed files with 114 additions and 62 deletions

View File

@@ -205,8 +205,8 @@ namespace Barotrauma.Networking
if (sender == null) return false;
var radio = sender.Inventory.Items.First(i => i != null && i.GetComponent<WifiComponent>() != null);
if (radio == null) return false;
if (radio == null || !sender.HasEquippedItem(radio)) return false;
var radioComponent = radio.GetComponent<WifiComponent>();
return radioComponent.HasRequiredContainedItems(false);
}
@@ -236,6 +236,8 @@ namespace Barotrauma.Networking
var radio = message.Sender.Inventory.Items.First(i => i != null && i.GetComponent<WifiComponent>() != null);
if (radio == null) return;
message.Sender.ShowSpeechBubble(2.0f, ChatMessage.MessageColor[(int)ChatMessageType.Radio]);
var radioComponent = radio.GetComponent<WifiComponent>();
radioComponent.Transmit(message.TextWithSender);
return;
@@ -251,7 +253,7 @@ namespace Barotrauma.Networking
if (string.IsNullOrWhiteSpace(displayedText)) return;
}
message.Sender.SpeechBubbleTimer = Math.Max(message.Sender.SpeechBubbleTimer, 2.0f);
message.Sender.ShowSpeechBubble(2.0f, ChatMessage.MessageColor[(int)ChatMessageType.Default]);
}
GameMain.NetLobbyScreen.NewChatMessage(message);