Merge remote-tracking branch 'refs/remotes/barotrauma/combat-mission'
Conflicts: Subsurface/Source/GUI/GUIListBox.cs
This commit is contained in:
@@ -168,6 +168,7 @@
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<Compile Include="Source\Screens\BlurEffect.cs" />
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<Compile Include="Source\Screens\NetLobbyVoting.cs" />
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<Compile Include="Source\Screens\ServerListScreen.cs" />
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<Compile Include="Source\Timing.cs" />
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<Compile Include="Source\Utils\MTRandom.cs" />
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<Compile Include="Source\Utils\Rand.cs" />
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<Compile Include="Source\Events\PropertyTask.cs" />
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@@ -127,9 +127,9 @@ namespace Barotrauma
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public void UpdateTransform(bool interpolate = true, bool clampPos = false)
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{
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Vector2 interpolatedPosition = interpolate ? Physics.Interpolate(prevPosition, position) : position;
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Vector2 interpolatedPosition = interpolate ? Timing.Interpolate(prevPosition, position) : position;
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float interpolatedZoom = interpolate ? Physics.Interpolate(prevZoom, zoom) : zoom;
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float interpolatedZoom = interpolate ? Timing.Interpolate(prevZoom, zoom) : zoom;
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worldView.X = (int)(interpolatedPosition.X - worldView.Width / 2.0);
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worldView.Y = (int)(interpolatedPosition.Y + worldView.Height / 2.0);
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@@ -46,6 +46,19 @@ namespace Barotrauma
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if (suicideButton != null && suicideButton.Visible) suicideButton.Update(deltaTime);
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if (damageOverlayTimer > 0.0f) damageOverlayTimer -= deltaTime;
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if (!character.IsUnconscious && character.Stun <= 0.0f)
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{
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if (character.Inventory != null && !character.LockHands && character.Stun >= -0.1f)
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{
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character.Inventory.Update(deltaTime);
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}
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if (character.SelectedCharacter != null && character.SelectedCharacter.Inventory != null)
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{
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character.SelectedCharacter.Inventory.Update(deltaTime);
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}
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}
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}
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public static void Draw(SpriteBatch spriteBatch, Character character, Camera cam)
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@@ -84,12 +97,15 @@ namespace Barotrauma
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if (!character.IsUnconscious && character.Stun <= 0.0f)
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{
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if (character.Inventory != null && !character.LockHands &&
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character.Stun >= -0.1f) character.Inventory.DrawOwn(spriteBatch, Vector2.Zero);
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if (character.Inventory != null && !character.LockHands && character.Stun >= -0.1f)
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{
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character.Inventory.DrawOwn(spriteBatch);
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}
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if (character.SelectedCharacter != null && character.SelectedCharacter.Inventory != null)
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{
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character.SelectedCharacter.Inventory.DrawOwn(spriteBatch, new Vector2(320.0f, 0.0f));
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character.SelectedCharacter.Inventory.DrawOffset = new Vector2(320.0f, 0.0f);
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character.SelectedCharacter.Inventory.DrawOwn(spriteBatch);
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if (cprButton == null)
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{
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@@ -472,12 +472,12 @@ namespace Barotrauma
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{
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if (pauseMenuOpen)
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{
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pauseMenu.Update(0.016f);
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pauseMenu.Update(deltaTime);
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}
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if (settingsMenuOpen)
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{
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GameMain.Config.SettingsFrame.Update(0.016f);
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GameMain.Config.SettingsFrame.Update(deltaTime);
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}
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if (GUIMessageBox.MessageBoxes.Count > 0)
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@@ -287,6 +287,36 @@ namespace Barotrauma
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{
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scrollBar.BarScroll -= (PlayerInput.ScrollWheelSpeed / 500.0f) * BarSize;
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}
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for (int i = 0; i < children.Count; i++)
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{
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GUIComponent child = children[i];
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if (child == frame || !child.Visible) continue;
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if (enabled && child.CanBeFocused &&
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(MouseOn == this || (MouseOn != null && this.IsParentOf(MouseOn))) && child.Rect.Contains(PlayerInput.MousePosition))
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{
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child.State = ComponentState.Hover;
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if (PlayerInput.LeftButtonClicked())
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{
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Debug.WriteLine("clicked");
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Select(i);
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}
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}
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else if (selected.Contains(child))
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{
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child.State = ComponentState.Selected;
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if (CheckSelected != null)
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{
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if (CheckSelected() != child.UserData) selected.Remove(child);
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}
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}
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else
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{
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child.State = ComponentState.None;
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}
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}
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}
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public void Select(int childIndex, bool force = false)
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@@ -448,7 +478,7 @@ namespace Barotrauma
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continue;
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}
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}
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child.Draw(spriteBatch);
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}
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@@ -217,6 +217,24 @@ namespace Barotrauma
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if (flashTimer > 0.0f) flashTimer -= deltaTime;
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if (!Enabled) return;
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if (rect.Contains(PlayerInput.MousePosition) && Enabled &&
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(MouseOn == null || MouseOn == this || IsParentOf(MouseOn) || MouseOn.IsParentOf(this)))
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{
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state = ComponentState.Hover;
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if (PlayerInput.LeftButtonClicked())
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{
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Select();
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if (OnSelected != null) OnSelected(this, Keys.None);
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}
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}
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else
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{
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state = ComponentState.None;
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}
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textBlock.State = state;
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if (CaretEnabled)
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{
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caretTimer += deltaTime;
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@@ -248,24 +266,6 @@ namespace Barotrauma
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{
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if (!Visible) return;
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if (rect.Contains(PlayerInput.MousePosition) && Enabled &&
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(MouseOn == null || MouseOn == this || IsParentOf(MouseOn) || MouseOn.IsParentOf(this)))
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{
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state = ComponentState.Hover;
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if (PlayerInput.LeftButtonClicked())
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{
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Select();
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if (OnSelected != null) OnSelected(this, Keys.None);
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}
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}
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else
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{
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state = ComponentState.None;
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}
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textBlock.State = state;
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DrawChildren(spriteBatch);
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if (!CaretEnabled) return;
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@@ -279,7 +279,6 @@ namespace Barotrauma
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new Vector2((int)caretPos.X + 2, caretPos.Y + Font.MeasureString("I").Y - 3),
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textBlock.TextColor * (textBlock.TextColor.A / 255.0f));
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}
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}
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public void ReceiveTextInput(char inputChar)
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@@ -127,9 +127,13 @@ namespace Barotrauma
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}
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}
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spriteBatch.DrawString(GUI.LargeFont, loadText,
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new Vector2(GameMain.GraphicsWidth/2.0f - GUI.LargeFont.MeasureString(loadText).X/2.0f, GameMain.GraphicsHeight*0.8f),
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Color.White);
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if (GUI.LargeFont!=null)
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{
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spriteBatch.DrawString(GUI.LargeFont, loadText,
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new Vector2(GameMain.GraphicsWidth/2.0f - GUI.LargeFont.MeasureString(loadText).X/2.0f, GameMain.GraphicsHeight*0.8f),
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Color.White);
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}
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}
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spriteBatch.End();
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@@ -72,7 +72,6 @@ namespace Barotrauma
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private bool hasLoaded;
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private GameTime fixedTime;
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private double updatesToMake;
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//public static Random localRandom;
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//public static Random random;
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@@ -142,7 +141,7 @@ namespace Barotrauma
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IsFixedTimeStep = false;
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//TargetElapsedTime = new TimeSpan(0, 0, 0, 0, 55);
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updatesToMake = 0.0;
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Timing.Accumulator = 0.0f;
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fixedTime = new GameTime();
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World = new World(new Vector2(0, -9.82f));
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@@ -291,51 +290,59 @@ namespace Barotrauma
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Update(GameTime gameTime)
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{
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double realDeltaTime = gameTime.ElapsedGameTime.TotalSeconds;
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double deltaTime = 0.016;
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updatesToMake += realDeltaTime;
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Timing.Accumulator += gameTime.ElapsedGameTime.TotalSeconds;
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while (updatesToMake > 0.0)
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while (Timing.Accumulator >= Timing.Step)
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{
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fixedTime.IsRunningSlowly = gameTime.IsRunningSlowly;
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TimeSpan addTime = new TimeSpan(0, 0, 0, 0, 16);
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fixedTime.ElapsedGameTime = addTime;
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fixedTime.TotalGameTime.Add(addTime);
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base.Update(fixedTime);
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PlayerInput.Update(deltaTime);
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PlayerInput.Update(Timing.Step);
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bool paused = false;
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if (hasLoaded && !titleScreenOpen)
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if (titleScreenOpen)
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{
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if (TitleScreen.LoadState >= 100.0f &&
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(!waitForKeyHit || PlayerInput.GetKeyboardState.GetPressedKeys().Length>0 || PlayerInput.LeftButtonClicked()))
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{
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titleScreenOpen = false;
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}
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}
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else if (hasLoaded)
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{
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SoundPlayer.Update();
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if (PlayerInput.KeyHit(Keys.Escape)) GUI.TogglePauseMenu();
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DebugConsole.Update(this, (float)deltaTime);
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DebugConsole.Update(this, (float)Timing.Step);
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paused = (DebugConsole.IsOpen || GUI.PauseMenuOpen || GUI.SettingsMenuOpen) &&
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(NetworkMember == null || !NetworkMember.GameStarted);
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|
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if (!paused) Screen.Selected.Update(deltaTime);
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if (!paused)
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{
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Screen.Selected.Update(Timing.Step);
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}
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if (NetworkMember != null)
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{
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NetworkMember.Update((float)deltaTime);
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}
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else
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{
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NetworkEvent.Events.Clear();
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NetworkMember.Update((float)Timing.Step);
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}
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GUI.Update((float)deltaTime);
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GUI.Update((float)Timing.Step);
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}
|
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|
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|
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CoroutineManager.Update((float)deltaTime, paused ? 0.0f : (float)deltaTime);
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CoroutineManager.Update((float)Timing.Step, paused ? 0.0f : (float)Timing.Step);
|
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|
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updatesToMake -= deltaTime;
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Timing.Accumulator -= Timing.Step;
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}
|
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Timing.Alpha = Timing.Accumulator / Timing.Step;
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}
|
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|
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|
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@@ -344,8 +351,6 @@ namespace Barotrauma
|
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/// </summary>
|
||||
protected override void Draw(GameTime gameTime)
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{
|
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//renderTimer.Restart();
|
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|
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double deltaTime = gameTime.ElapsedGameTime.TotalSeconds;
|
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|
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FrameCounter.Update(deltaTime);
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@@ -353,22 +358,11 @@ namespace Barotrauma
|
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if (titleScreenOpen)
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{
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TitleScreen.Draw(spriteBatch, GraphicsDevice, (float)deltaTime);
|
||||
if (TitleScreen.LoadState>=100.0f &&
|
||||
(!waitForKeyHit || PlayerInput.GetKeyboardState.GetPressedKeys().Length>0 || PlayerInput.LeftButtonClicked()))
|
||||
{
|
||||
titleScreenOpen = false;
|
||||
}
|
||||
}
|
||||
else if (hasLoaded)
|
||||
{
|
||||
Screen.Selected.Draw(deltaTime, GraphicsDevice, spriteBatch);
|
||||
}
|
||||
|
||||
//double elapsed = sw.Elapsed.TotalSeconds;
|
||||
//if (elapsed < Physics.step)
|
||||
//{
|
||||
// System.Threading.Thread.Sleep((int)((Physics.step - elapsed) * 1000.0));
|
||||
//}
|
||||
}
|
||||
|
||||
static bool waitForKeyHit = true;
|
||||
|
||||
@@ -317,19 +317,15 @@ namespace Barotrauma
|
||||
|
||||
if (gameMode != null) gameMode.Update(deltaTime);
|
||||
if (Mission != null) Mission.Update(deltaTime);
|
||||
if (infoFrame != null) infoFrame.Update(deltaTime);
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
//guiRoot.Draw(spriteBatch);
|
||||
infoButton.Draw(spriteBatch);
|
||||
|
||||
if (gameMode != null) gameMode.Draw(spriteBatch);
|
||||
if (infoFrame != null)
|
||||
{
|
||||
infoFrame.Update(0.016f);
|
||||
infoFrame.Draw(spriteBatch);
|
||||
}
|
||||
if (infoFrame != null) infoFrame.Draw(spriteBatch);
|
||||
}
|
||||
|
||||
public void Save(string filePath)
|
||||
|
||||
@@ -278,12 +278,43 @@ namespace Barotrauma
|
||||
|
||||
return TryPutItem(item, new List<InvSlotType>() {placeToSlots}, createNetworkEvent);
|
||||
}
|
||||
|
||||
public void DrawOwn(SpriteBatch spriteBatch, Vector2 offset)
|
||||
{
|
||||
string toolTip = "";
|
||||
Rectangle highlightedSlot = Rectangle.Empty;
|
||||
|
||||
protected override void PutItem(Item item, int i, bool createNetworkEvent, bool removeItem = true)
|
||||
{
|
||||
base.PutItem(item, i, createNetworkEvent, removeItem);
|
||||
CreateSlots();
|
||||
}
|
||||
|
||||
public override void RemoveItem(Item item)
|
||||
{
|
||||
base.RemoveItem(item);
|
||||
CreateSlots();
|
||||
}
|
||||
|
||||
protected override void CreateSlots()
|
||||
{
|
||||
slots = new InventorySlot[capacity];
|
||||
|
||||
int rectWidth = 40, rectHeight = 40;
|
||||
|
||||
Rectangle slotRect = new Rectangle(0, 0, rectWidth, rectHeight);
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
slotRect.X = (int)(SlotPositions[i].X + DrawOffset.X);
|
||||
slotRect.Y = (int)(SlotPositions[i].Y + DrawOffset.Y);
|
||||
|
||||
slots[i] = new InventorySlot(slotRect);
|
||||
|
||||
slots[i].Color = limbSlots[i] == InvSlotType.Any ? Color.White * 0.2f : Color.White * 0.4f;
|
||||
}
|
||||
|
||||
MergeSlots();
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime)
|
||||
{
|
||||
base.Update(deltaTime);
|
||||
|
||||
if (doubleClickedItem != null)
|
||||
{
|
||||
if (doubleClickedItem.ParentInventory != this)
|
||||
@@ -309,7 +340,7 @@ namespace Barotrauma
|
||||
//not equipped -> attempt to equip
|
||||
if (IsInLimbSlot(doubleClickedItem, InvSlotType.Any))
|
||||
{
|
||||
TryPutItem(doubleClickedItem, doubleClickedItem.AllowedSlots.FindAll(i => i != InvSlotType.Any), true);
|
||||
TryPutItem(doubleClickedItem, doubleClickedItem.AllowedSlots.FindAll(i => i != InvSlotType.Any), true);
|
||||
}
|
||||
//equipped -> attempt to unequip
|
||||
else if (doubleClickedItem.AllowedSlots.Contains(InvSlotType.Any))
|
||||
@@ -319,17 +350,77 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (selectedSlot > -1)
|
||||
{
|
||||
UpdateSubInventory(deltaTime, selectedSlot);
|
||||
}
|
||||
|
||||
if (character == Character.Controlled)
|
||||
{
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
if (selectedSlot != i &&
|
||||
Items[i] != null && Items[i].CanUseOnSelf && character.HasSelectedItem(Items[i]))
|
||||
{
|
||||
//-3 because selected items are in slots 3 and 4 (hands)
|
||||
useOnSelfButton[i - 3].Update(deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//cancel dragging if too far away from the container of the dragged item
|
||||
if (draggingItem != null)
|
||||
{
|
||||
var rootContainer = draggingItem.GetRootContainer();
|
||||
var rootInventory = draggingItem.ParentInventory;
|
||||
|
||||
if (rootContainer != null)
|
||||
{
|
||||
rootInventory = rootContainer.ParentInventory != null ?
|
||||
rootContainer.ParentInventory : rootContainer.GetComponent<Items.Components.ItemContainer>().Inventory;
|
||||
}
|
||||
|
||||
if (rootInventory != null &&
|
||||
rootInventory.Owner != Character.Controlled &&
|
||||
rootInventory.Owner != Character.Controlled.SelectedConstruction &&
|
||||
rootInventory.Owner != Character.Controlled.SelectedCharacter)
|
||||
{
|
||||
draggingItem = null;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
doubleClickedItem = null;
|
||||
}
|
||||
|
||||
const int rectWidth = 40, rectHeight = 40;
|
||||
Rectangle slotRect = new Rectangle(0, 0, rectWidth, rectHeight);
|
||||
Rectangle draggingItemSlot = slotRect;
|
||||
private void MergeSlots()
|
||||
{
|
||||
for (int i = 0; i < capacity-1; i++)
|
||||
{
|
||||
if (slots[i].Disabled || Items[i] == null) continue;
|
||||
|
||||
for (int n = i+1; n < capacity; n++)
|
||||
{
|
||||
if (Items[n] == Items[i])
|
||||
{
|
||||
slots[i].Rect = Rectangle.Union(slots[i].Rect, slots[n].Rect);
|
||||
slots[n].Disabled = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void DrawOwn(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (slots == null) CreateSlots();
|
||||
|
||||
Rectangle slotRect = new Rectangle(0, 0, 40, 40);
|
||||
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
slotRect.X = (int)(SlotPositions[i].X + offset.X);
|
||||
slotRect.Y = (int)(SlotPositions[i].Y + offset.Y);
|
||||
slotRect.X = (int)(SlotPositions[i].X + DrawOffset.X);
|
||||
slotRect.Y = (int)(SlotPositions[i].Y + DrawOffset.Y);
|
||||
|
||||
if (i==1) //head
|
||||
{
|
||||
@@ -353,149 +444,31 @@ namespace Barotrauma
|
||||
SpriteEffects.None, 0.1f);
|
||||
}
|
||||
}
|
||||
|
||||
base.Draw(spriteBatch);
|
||||
|
||||
for (int i = 0; i < capacity; i++)
|
||||
if (character == Character.Controlled)
|
||||
{
|
||||
slotRect.X = (int)(SlotPositions[i].X + offset.X);
|
||||
slotRect.Y = (int)(SlotPositions[i].Y + offset.Y);
|
||||
|
||||
bool multiSlot = false;
|
||||
//skip if the item is in multiple slots
|
||||
if (Items[i]!=null)
|
||||
{
|
||||
for (int n = 0; n < capacity; n++ )
|
||||
{
|
||||
if (i==n || Items[n] != Items[i]) continue;
|
||||
multiSlot = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (multiSlot) continue;
|
||||
|
||||
if (Items[i] != null && slotRect.Contains(PlayerInput.MousePosition) && (selectedSlot == -1 || selectedSlot == i))
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
if (GameMain.DebugDraw)
|
||||
if (selectedSlot != i &&
|
||||
Items[i] != null && Items[i].CanUseOnSelf && character.HasSelectedItem(Items[i]))
|
||||
{
|
||||
toolTip = Items[i].ToString();
|
||||
useOnSelfButton[i - 3].Draw(spriteBatch);
|
||||
}
|
||||
else
|
||||
{
|
||||
toolTip = string.IsNullOrEmpty(Items[i].Description) ? Items[i].Name : Items[i].Name + '\n' + Items[i].Description;
|
||||
}
|
||||
|
||||
highlightedSlot = slotRect;
|
||||
}
|
||||
|
||||
if (selectedSlot == i) highlightedSlot = slotRect;
|
||||
|
||||
UpdateSlot(spriteBatch, slotRect, i, Items[i], false, i>5 ? 0.2f : 0.4f);
|
||||
|
||||
if (draggingItem!=null && draggingItem == Items[i]) draggingItemSlot = slotRect;
|
||||
}
|
||||
|
||||
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
bool multiSlot = false;
|
||||
|
||||
//check if the item is in multiple slots
|
||||
if (Items[i] != null)
|
||||
{
|
||||
slotRect.X = (int)(SlotPositions[i].X + offset.X);
|
||||
slotRect.Y = (int)(SlotPositions[i].Y + offset.Y);
|
||||
slotRect.Width = 40;
|
||||
slotRect.Height = 40;
|
||||
|
||||
for (int n = 0; n < capacity; n++)
|
||||
{
|
||||
if (Items[n] != Items[i]) continue;
|
||||
|
||||
if (!multiSlot && i > n) break;
|
||||
|
||||
if (i!=n)
|
||||
{
|
||||
multiSlot = true;
|
||||
slotRect = Rectangle.Union(
|
||||
new Rectangle((int)(SlotPositions[n].X+offset.X), (int)(SlotPositions[n].Y+offset.Y), rectWidth, rectHeight), slotRect);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (multiSlot)
|
||||
{
|
||||
if (Items[i] != null && slotRect.Contains(PlayerInput.MousePosition) && (selectedSlot==-1 || selectedSlot==i))
|
||||
{
|
||||
toolTip = string.IsNullOrEmpty(Items[i].Description) ? Items[i].Name : Items[i].Name + '\n' + Items[i].Description;
|
||||
highlightedSlot = slotRect;
|
||||
}
|
||||
|
||||
if (selectedSlot == i) highlightedSlot = slotRect;
|
||||
|
||||
UpdateSlot(spriteBatch, slotRect, i, Items[i], i > 4);
|
||||
}
|
||||
|
||||
|
||||
if (character==Character.Controlled && selectedSlot != i &&
|
||||
Items[i] != null && Items[i].CanUseOnSelf && character.HasSelectedItem(Items[i]))
|
||||
{
|
||||
useOnSelfButton[i - 3].Update(0.016f);
|
||||
useOnSelfButton[i - 3].Draw(spriteBatch);
|
||||
}
|
||||
}
|
||||
|
||||
if (selectedSlot > -1)
|
||||
{
|
||||
DrawSubInventory(spriteBatch, highlightedSlot, selectedSlot);
|
||||
}
|
||||
DrawSubInventory(spriteBatch, selectedSlot);
|
||||
|
||||
slotRect.Width = rectWidth;
|
||||
slotRect.Height = rectHeight;
|
||||
|
||||
if (!string.IsNullOrWhiteSpace(toolTip))
|
||||
{
|
||||
DrawToolTip(spriteBatch, toolTip, highlightedSlot);
|
||||
}
|
||||
|
||||
if (draggingItem == null) return;
|
||||
|
||||
var rootContainer = draggingItem.GetRootContainer();
|
||||
var rootInventory = draggingItem.ParentInventory;
|
||||
|
||||
if (rootContainer != null)
|
||||
{
|
||||
rootInventory = rootContainer.ParentInventory != null ?
|
||||
rootContainer.ParentInventory : rootContainer.GetComponent<Items.Components.ItemContainer>().Inventory;
|
||||
}
|
||||
|
||||
if (rootInventory != null &&
|
||||
rootInventory.Owner != Character.Controlled &&
|
||||
rootInventory.Owner != Character.Controlled.SelectedConstruction &&
|
||||
rootInventory.Owner != Character.Controlled.SelectedCharacter)
|
||||
{
|
||||
draggingItem = null;
|
||||
return;
|
||||
}
|
||||
|
||||
if (!draggingItemSlot.Contains(PlayerInput.MousePosition))
|
||||
{
|
||||
if (PlayerInput.LeftButtonHeld())
|
||||
if (selectedSlot > -1 &&
|
||||
!slots[selectedSlot].IsHighlighted &&
|
||||
(draggingItem == null || draggingItem.Container != Items[selectedSlot]))
|
||||
{
|
||||
slotRect.X = (int)PlayerInput.MousePosition.X - slotRect.Width / 2;
|
||||
slotRect.Y = (int)PlayerInput.MousePosition.Y - slotRect.Height / 2;
|
||||
|
||||
DrawSlot(spriteBatch, slotRect, draggingItem, false, false);
|
||||
selectedSlot = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
DropItem(draggingItem);
|
||||
|
||||
new NetworkEvent(NetworkEventType.DropItem, draggingItem.ID, true);
|
||||
//draggingItem = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -214,10 +214,13 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
public override void UpdateHUD(Character character)
|
||||
{
|
||||
Inventory.Update((float)Timing.Step);
|
||||
}
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
if (!drawInventory && false) return;
|
||||
|
||||
Inventory.Draw(spriteBatch);
|
||||
}
|
||||
|
||||
|
||||
@@ -87,7 +87,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public override void UpdateHUD(Character character)
|
||||
{
|
||||
GuiFrame.Update((float)Physics.step);
|
||||
GuiFrame.Update((float)Timing.Step);
|
||||
}
|
||||
|
||||
private bool ToggleActive(GUIButton button, object obj)
|
||||
|
||||
@@ -350,7 +350,7 @@ namespace Barotrauma.Items.Components
|
||||
activateButton.Enabled = CanBeFabricated(targetItem, character);
|
||||
}
|
||||
|
||||
GuiFrame.Update((float)Physics.step);
|
||||
GuiFrame.Update((float)Timing.Step);
|
||||
}
|
||||
|
||||
private bool CanBeFabricated(FabricableItem fabricableItem, Character user)
|
||||
|
||||
@@ -366,7 +366,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
break;
|
||||
case "trigger_in":
|
||||
item.Use((float)Physics.step, null);
|
||||
item.Use((float)Timing.Step, null);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -202,7 +202,7 @@ namespace Barotrauma
|
||||
|
||||
if (frame == null) return;
|
||||
|
||||
frame.Update((float)Physics.step);
|
||||
frame.Update((float)Timing.Step);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -6,12 +6,43 @@ using Microsoft.Xna.Framework.Input;
|
||||
using Barotrauma.Networking;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Barotrauma.Items.Components;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class InventorySlot
|
||||
{
|
||||
public Rectangle Rect;
|
||||
|
||||
public GUIComponent.ComponentState State;
|
||||
|
||||
public bool Disabled;
|
||||
|
||||
public bool IsHighlighted
|
||||
{
|
||||
get
|
||||
{
|
||||
return State == GUIComponent.ComponentState.Hover;
|
||||
}
|
||||
}
|
||||
|
||||
public Color Color;
|
||||
|
||||
public InventorySlot(Rectangle rect)
|
||||
{
|
||||
Rect = rect;
|
||||
|
||||
State = GUIComponent.ComponentState.None;
|
||||
|
||||
Color = Color.White * 0.4f;
|
||||
}
|
||||
}
|
||||
|
||||
class Inventory
|
||||
{
|
||||
public static InventorySlot draggingSlot;
|
||||
public static Item draggingItem;
|
||||
|
||||
public static Item doubleClickedItem;
|
||||
|
||||
public readonly Entity Owner;
|
||||
@@ -31,6 +62,8 @@ namespace Barotrauma
|
||||
|
||||
protected int selectedSlot = -1;
|
||||
|
||||
protected InventorySlot[] slots;
|
||||
|
||||
public Item[] Items;
|
||||
|
||||
public bool Locked;
|
||||
@@ -46,6 +79,23 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private Vector2 drawOffset;
|
||||
public Vector2 DrawOffset
|
||||
{
|
||||
get
|
||||
{
|
||||
return drawOffset;
|
||||
}
|
||||
|
||||
set
|
||||
{
|
||||
if (value == drawOffset) return;
|
||||
|
||||
drawOffset = value;
|
||||
CreateSlots();
|
||||
}
|
||||
}
|
||||
|
||||
public Inventory(Entity owner, int capacity, Vector2? centerPos = null, int slotsPerRow=5)
|
||||
{
|
||||
this.capacity = capacity;
|
||||
@@ -116,7 +166,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
protected void PutItem(Item item, int i, bool createNetworkEvent, bool removeItem = true)
|
||||
protected virtual void PutItem(Item item, int i, bool createNetworkEvent, bool removeItem = true)
|
||||
{
|
||||
if (Owner == null) return;
|
||||
|
||||
@@ -143,7 +193,7 @@ namespace Barotrauma
|
||||
return Items.FirstOrDefault(i => i != null && (i.Name == itemName || i.HasTag(itemName)));
|
||||
}
|
||||
|
||||
public void RemoveItem(Item item)
|
||||
public virtual void RemoveItem(Item item)
|
||||
{
|
||||
if (item == null) return;
|
||||
|
||||
@@ -161,72 +211,90 @@ namespace Barotrauma
|
||||
item.Drop(null, false);
|
||||
return;
|
||||
}
|
||||
//public void DropItem(int i)
|
||||
//{
|
||||
// items[i].Drop();
|
||||
// items[i] = null;
|
||||
//}
|
||||
|
||||
public virtual void Draw(SpriteBatch spriteBatch)
|
||||
|
||||
protected virtual void CreateSlots()
|
||||
{
|
||||
string toolTip = "";
|
||||
slots = new InventorySlot[capacity];
|
||||
|
||||
int rectWidth = 40, rectHeight = 40;
|
||||
|
||||
Rectangle highlightedSlot = Rectangle.Empty;
|
||||
int spacing = 10;
|
||||
|
||||
|
||||
int rows = (int)Math.Ceiling((double)capacity / slotsPerRow);
|
||||
|
||||
int startX = (int)centerPos.X - (rectWidth * slotsPerRow + spacing * (slotsPerRow - 1)) / 2;
|
||||
int startY = (int)centerPos.Y - rows * (spacing + rectHeight);
|
||||
|
||||
Rectangle slotRect = new Rectangle(startX, startY, rectWidth, rectHeight);
|
||||
Rectangle draggingItemSlot = slotRect;
|
||||
|
||||
selectedSlot = -1;
|
||||
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
slotRect.X = startX + (rectWidth + spacing) * (i % slotsPerRow);
|
||||
slotRect.Y = startY + (rectHeight + spacing) * ((int)Math.Floor((double)i / slotsPerRow));
|
||||
slotRect.X = startX + (rectWidth + spacing) * (i % slotsPerRow) + (int)DrawOffset.X;
|
||||
slotRect.Y = startY + (rectHeight + spacing) * ((int)Math.Floor((double)i / slotsPerRow)) + (int)DrawOffset.Y;
|
||||
|
||||
if (draggingItem == Items[i]) draggingItemSlot = slotRect;
|
||||
slots[i] = new InventorySlot(slotRect);
|
||||
}
|
||||
}
|
||||
|
||||
UpdateSlot(spriteBatch, slotRect, i, Items[i], false);
|
||||
if (slotRect.Contains(PlayerInput.MousePosition) && Items[i] != null)
|
||||
{
|
||||
highlightedSlot = slotRect;
|
||||
toolTip = GameMain.DebugDraw ? Items[i].ToString() : Items[i].Name;
|
||||
}
|
||||
public virtual void Update(float deltaTime)
|
||||
{
|
||||
if (slots == null) CreateSlots();
|
||||
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
if (slots[i].Disabled) continue;
|
||||
UpdateSlot(slots[i], i, Items[i], false);
|
||||
}
|
||||
|
||||
if (draggingItem != null && !draggingItemSlot.Contains(PlayerInput.MousePosition) && draggingItem.Container == this.Owner)
|
||||
{
|
||||
if (PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
slotRect.X = (int)PlayerInput.MousePosition.X - slotRect.Width / 2;
|
||||
slotRect.Y = (int)PlayerInput.MousePosition.Y - slotRect.Height / 2;
|
||||
//GUI.DrawRectangle(spriteBatch, rect, Color.White, true);
|
||||
//draggingItem.sprite.Draw(spriteBatch, new Vector2(rect.X + rect.Width / 2, rect.Y + rect.Height / 2), Color.White);
|
||||
|
||||
DrawSlot(spriteBatch, slotRect, draggingItem, false, false);
|
||||
}
|
||||
else
|
||||
if (draggingItem != null && !draggingSlot.Rect.Contains(PlayerInput.MousePosition) && draggingItem.ParentInventory == this)
|
||||
{
|
||||
if (!PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
if (Owner!=null)
|
||||
if (Owner != null)
|
||||
{
|
||||
new NetworkEvent(NetworkEventType.InventoryUpdate, Owner.ID, true);
|
||||
}
|
||||
|
||||
DropItem(draggingItem);
|
||||
//draggingItem = null;
|
||||
}
|
||||
}
|
||||
|
||||
if (!string.IsNullOrWhiteSpace(toolTip))
|
||||
}
|
||||
|
||||
public virtual void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
string toolTip = "";
|
||||
|
||||
if (slots == null) CreateSlots();
|
||||
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
DrawToolTip(spriteBatch, toolTip, highlightedSlot);
|
||||
if (slots[i].Disabled) continue;
|
||||
|
||||
//don't draw the slot if dragged an item out of it
|
||||
bool drawItem = draggingItem == null || draggingItem != Items[i] || slots[i].IsHighlighted;
|
||||
|
||||
DrawSlot(spriteBatch, slots[i], Items[i], drawItem);
|
||||
}
|
||||
|
||||
if (draggingItem != null &&
|
||||
!draggingSlot.Rect.Contains(PlayerInput.MousePosition) &&
|
||||
draggingItem.ParentInventory == this)
|
||||
{
|
||||
Rectangle dragRect = new Rectangle(
|
||||
(int)PlayerInput.MousePosition.X - 10,
|
||||
(int)PlayerInput.MousePosition.Y - 10,
|
||||
40, 40);
|
||||
|
||||
DrawSlot(spriteBatch, new InventorySlot(dragRect), draggingItem);
|
||||
}
|
||||
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
if (slots[i].IsHighlighted && !slots[i].Disabled)
|
||||
{
|
||||
DrawToolTip(spriteBatch, toolTip, slots[i].Rect);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -251,12 +319,21 @@ namespace Barotrauma
|
||||
1.0f, SpriteEffects.None, 0.0f);
|
||||
}
|
||||
|
||||
protected void UpdateSlot(SpriteBatch spriteBatch, Rectangle rect, int slotIndex, Item item, bool isSubSlot, float alpha = 0.4f, bool drawItem=true)
|
||||
protected void UpdateSlot(InventorySlot slot, int slotIndex, Item item, bool isSubSlot)
|
||||
{
|
||||
bool mouseOn = rect.Contains(PlayerInput.MousePosition) && !Locked;
|
||||
bool mouseOn = slot.Rect.Contains(PlayerInput.MousePosition) && !Locked;
|
||||
|
||||
if (mouseOn)
|
||||
slot.State = GUIComponent.ComponentState.None;
|
||||
|
||||
if (!(this is CharacterInventory) && !mouseOn && selectedSlot==slotIndex)
|
||||
{
|
||||
selectedSlot = -1;
|
||||
}
|
||||
|
||||
if (mouseOn &&
|
||||
(draggingItem!=null || selectedSlot==slotIndex || selectedSlot==-1))
|
||||
{
|
||||
slot.State = GUIComponent.ComponentState.Hover;
|
||||
|
||||
if (!isSubSlot && selectedSlot == -1)
|
||||
{
|
||||
@@ -265,9 +342,10 @@ namespace Barotrauma
|
||||
|
||||
if (draggingItem == null)
|
||||
{
|
||||
if (PlayerInput.LeftButtonHeld() && selectedSlot == slotIndex)
|
||||
if (PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
draggingItem = item;
|
||||
draggingItem = Items[slotIndex];
|
||||
draggingSlot = slot;
|
||||
}
|
||||
}
|
||||
else if (PlayerInput.LeftButtonReleased())
|
||||
@@ -280,22 +358,38 @@ namespace Barotrauma
|
||||
//selectedSlot = slotIndex;
|
||||
TryPutItem(draggingItem, slotIndex, true, true);
|
||||
draggingItem = null;
|
||||
draggingSlot = null;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
DrawSlot(spriteBatch, rect, (draggingItem == item && !mouseOn) ? null : item, mouseOn && selectedSlot == slotIndex, isSubSlot, alpha, drawItem);
|
||||
|
||||
}
|
||||
|
||||
public void DrawSubInventory(SpriteBatch spriteBatch, Rectangle rect, int slotIndex)
|
||||
public void UpdateSubInventory(float deltaTime, int slotIndex)
|
||||
{
|
||||
var item = Items[slotIndex];
|
||||
if (item == null) return;
|
||||
|
||||
selectedSlot = -1;
|
||||
var container = item.GetComponent<ItemContainer>();
|
||||
if (container == null) return;
|
||||
|
||||
int itemCapacity = item == null ? 0 : item.Capacity;
|
||||
if (itemCapacity == 0) return;
|
||||
if (container.Inventory.slots == null) container.Inventory.CreateSlots();
|
||||
|
||||
slots[slotIndex].State = GUIComponent.ComponentState.Hover;
|
||||
|
||||
container.Inventory.Update(deltaTime);
|
||||
}
|
||||
|
||||
public void DrawSubInventory(SpriteBatch spriteBatch, int slotIndex)
|
||||
{
|
||||
var item = Items[slotIndex];
|
||||
if (item == null) return;
|
||||
|
||||
var container = item.GetComponent<ItemContainer>();
|
||||
if (container == null) return;
|
||||
|
||||
if (container.Inventory.slots == null) container.Inventory.CreateSlots();
|
||||
|
||||
|
||||
int itemCapacity = container.Capacity;
|
||||
|
||||
#if DEBUG
|
||||
System.Diagnostics.Debug.Assert(slotIndex >= 0 && slotIndex < Items.Length);
|
||||
@@ -303,59 +397,37 @@ namespace Barotrauma
|
||||
if (slotIndex < 0 || slotIndex >= Items.Length) return;
|
||||
#endif
|
||||
|
||||
Rectangle containerRect = new Rectangle(rect.X - 5, rect.Y - (40 + 10) * itemCapacity - 5,
|
||||
rect.Width + 10, rect.Height + (40 + 10) * itemCapacity + 10);
|
||||
var slot = slots[slotIndex];
|
||||
Rectangle containerRect = new Rectangle(slot.Rect.X - 5, slot.Rect.Y - (40 + 10) * itemCapacity - 5,
|
||||
slot.Rect.Width + 10, slot.Rect.Height + (40 + 10) * itemCapacity + 10);
|
||||
|
||||
Rectangle subRect = rect;
|
||||
Rectangle subRect = slot.Rect;
|
||||
subRect.Height = 40;
|
||||
|
||||
selectedSlot = containerRect.Contains(PlayerInput.MousePosition) && !Locked ? slotIndex : -1;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle(containerRect.X, containerRect.Y, containerRect.Width, containerRect.Height - 50), Color.Black * 0.8f, true);
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle(containerRect.X, containerRect.Y, containerRect.Width, containerRect.Height - slot.Rect.Height - 5), Color.Black * 0.8f, true);
|
||||
GUI.DrawRectangle(spriteBatch, containerRect, Color.White);
|
||||
|
||||
Item[] containedItems = null;
|
||||
if (Items[slotIndex] != null) containedItems = Items[slotIndex].ContainedItems;
|
||||
|
||||
string toolTip = "";
|
||||
Rectangle highlightedRect = Rectangle.Empty;
|
||||
|
||||
if (containedItems != null)
|
||||
for (int i = 0; i < itemCapacity; i++)
|
||||
{
|
||||
for (int i = 0; i < itemCapacity; i++)
|
||||
{
|
||||
subRect.Y = subRect.Y - subRect.Height - 10;
|
||||
highlightedRect = subRect;
|
||||
UpdateSlot(spriteBatch, subRect, selectedSlot, i < containedItems.Length ? containedItems[i] : null, true);
|
||||
|
||||
if (i >= containedItems.Length || containedItems[i] == null) continue;
|
||||
|
||||
if (highlightedRect.Contains(PlayerInput.MousePosition))
|
||||
{
|
||||
if (GameMain.DebugDraw)
|
||||
{
|
||||
toolTip = containedItems[i].ToString();
|
||||
}
|
||||
else
|
||||
{
|
||||
toolTip = string.IsNullOrEmpty(containedItems[i].Description) ?
|
||||
containedItems[i].Name :
|
||||
containedItems[i].Name + '\n' + containedItems[i].Description;
|
||||
}
|
||||
}
|
||||
}
|
||||
subRect.Y = subRect.Y - subRect.Height - 10;
|
||||
container.Inventory.slots[i].Rect = subRect;
|
||||
}
|
||||
|
||||
if (!string.IsNullOrWhiteSpace(toolTip)) DrawToolTip(spriteBatch, toolTip, highlightedRect);
|
||||
container.Inventory.Draw(spriteBatch);
|
||||
|
||||
|
||||
if (!containerRect.Contains(PlayerInput.MousePosition))
|
||||
{
|
||||
if (draggingItem == null || draggingItem.Container != item) selectedSlot = -1;
|
||||
}
|
||||
}
|
||||
|
||||
protected void DrawSlot(SpriteBatch spriteBatch, Rectangle rect, Item item, bool isHighLighted, bool isSubSlot, float alpha=0.4f, bool drawItem=true)
|
||||
protected void DrawSlot(SpriteBatch spriteBatch, InventorySlot slot, Item item, bool drawItem=true)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, rect, (isHighLighted ? Color.Red : Color.White) * alpha*0.75f, true);
|
||||
Rectangle rect = slot.Rect;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, rect, (slot.IsHighlighted ? Color.Red * 0.4f : slot.Color), true);
|
||||
|
||||
if (item != null)
|
||||
if (item != null && drawItem)
|
||||
{
|
||||
if (item.Condition < 100.0f)
|
||||
{
|
||||
@@ -365,21 +437,17 @@ namespace Barotrauma
|
||||
Color.Lerp(Color.Red, Color.Green, item.Condition / 100.0f)*0.8f, true);
|
||||
}
|
||||
|
||||
if (!isHighLighted)
|
||||
var containedItems = item.ContainedItems;
|
||||
if (containedItems != null && containedItems.Length == 1 && containedItems[0].Condition < 100.0f)
|
||||
{
|
||||
var containedItems = item.ContainedItems;
|
||||
if (containedItems != null && containedItems.Length == 1 && containedItems[0].Condition < 100.0f)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle(rect.X, rect.Y, rect.Width, 8), Color.Black*0.8f, true);
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Rectangle(rect.X, rect.Y, (int)(rect.Width * containedItems[0].Condition / 100.0f), 8),
|
||||
Color.Lerp(Color.Red, Color.Green, containedItems[0].Condition / 100.0f)*0.8f, true);
|
||||
}
|
||||
}
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle(rect.X, rect.Y, rect.Width, 8), Color.Black*0.8f, true);
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Rectangle(rect.X, rect.Y, (int)(rect.Width * containedItems[0].Condition / 100.0f), 8),
|
||||
Color.Lerp(Color.Red, Color.Green, containedItems[0].Condition / 100.0f)*0.8f, true);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, rect, (isHighLighted ? Color.Red : Color.White) * alpha, false);
|
||||
GUI.DrawRectangle(spriteBatch, rect, (slot.IsHighlighted ? Color.Red * 0.4f : slot.Color), false);
|
||||
|
||||
if (item == null || !drawItem) return;
|
||||
|
||||
|
||||
@@ -923,7 +923,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
editingHUD.Draw(spriteBatch);
|
||||
editingHUD.Update((float)Physics.step);
|
||||
editingHUD.Update((float)Timing.Step);
|
||||
|
||||
if (!prefab.IsLinkable) return;
|
||||
|
||||
@@ -951,7 +951,7 @@ namespace Barotrauma
|
||||
|
||||
if (editingHUD.Rect.Height > 60)
|
||||
{
|
||||
editingHUD.Update((float)Physics.step);
|
||||
editingHUD.Update((float)Timing.Step);
|
||||
editingHUD.Draw(spriteBatch);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -156,8 +156,8 @@ namespace Barotrauma
|
||||
editingHUD = CreateEditingHUD();
|
||||
}
|
||||
|
||||
editingHUD.Update(0.016f);
|
||||
editingHUD.Draw(spriteBatch);
|
||||
editingHUD.Update((float)Physics.step);
|
||||
|
||||
if (!PlayerInput.LeftButtonClicked() || !PlayerInput.KeyDown(Keys.Space)) return;
|
||||
|
||||
|
||||
@@ -254,20 +254,18 @@ namespace Barotrauma
|
||||
currentLocation.Discovered = true;
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, Rectangle rect, float scale = 1.0f)
|
||||
public void Update(float deltaTime, Rectangle rect, float scale = 1.0f)
|
||||
{
|
||||
Vector2 rectCenter = new Vector2(rect.Center.X, rect.Center.Y);
|
||||
Vector2 offset = -currentLocation.MapPosition;
|
||||
|
||||
iceTexture.DrawTiled(spriteBatch, new Vector2(rect.X, rect.Y), new Vector2(rect.Width, rect.Height), Vector2.Zero, Color.White*0.8f);
|
||||
|
||||
float maxDist = 20.0f;
|
||||
float closestDist = 0.0f;
|
||||
highlightedLocation = null;
|
||||
for (int i = 0; i < locations.Count;i++ )
|
||||
for (int i = 0; i < locations.Count; i++)
|
||||
{
|
||||
Location location = locations[i];
|
||||
Vector2 pos = rectCenter + (location.MapPosition+offset) * scale;
|
||||
Vector2 pos = rectCenter + (location.MapPosition + offset) * scale;
|
||||
|
||||
if (!rect.Contains(pos)) continue;
|
||||
|
||||
@@ -281,21 +279,30 @@ namespace Barotrauma
|
||||
|
||||
foreach (LocationConnection connection in connections)
|
||||
{
|
||||
Color crackColor = Color.White * Math.Max(connection.Difficulty/100.0f, 1.5f);
|
||||
|
||||
if (highlightedLocation != currentLocation &&
|
||||
connection.Locations.Contains(highlightedLocation) && connection.Locations.Contains(currentLocation))
|
||||
{
|
||||
crackColor = Color.Red;
|
||||
|
||||
if (PlayerInput.LeftButtonClicked()&&
|
||||
if (PlayerInput.LeftButtonClicked() &&
|
||||
selectedLocation != highlightedLocation && highlightedLocation != null)
|
||||
{
|
||||
selectedConnection = connection;
|
||||
selectedLocation = highlightedLocation;
|
||||
GameMain.LobbyScreen.SelectLocation(highlightedLocation, connection);
|
||||
}
|
||||
selectedLocation = highlightedLocation;
|
||||
GameMain.LobbyScreen.SelectLocation(highlightedLocation, connection);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, Rectangle rect, float scale = 1.0f)
|
||||
{
|
||||
Vector2 rectCenter = new Vector2(rect.Center.X, rect.Center.Y);
|
||||
Vector2 offset = -currentLocation.MapPosition;
|
||||
|
||||
iceTexture.DrawTiled(spriteBatch, new Vector2(rect.X, rect.Y), new Vector2(rect.Width, rect.Height), Vector2.Zero, Color.White*0.8f);
|
||||
|
||||
foreach (LocationConnection connection in connections)
|
||||
{
|
||||
Color crackColor = Color.White * Math.Max(connection.Difficulty/100.0f, 1.5f);
|
||||
|
||||
if (selectedLocation != currentLocation &&
|
||||
(connection.Locations.Contains(selectedLocation) && connection.Locations.Contains(currentLocation)))
|
||||
|
||||
@@ -323,7 +323,7 @@ namespace Barotrauma
|
||||
|
||||
public void UpdateTransform()
|
||||
{
|
||||
DrawPosition = Physics.Interpolate(prevPosition, Position);
|
||||
DrawPosition = Timing.Interpolate(prevPosition, Position);
|
||||
}
|
||||
|
||||
//math/physics stuff ----------------------------------------------------
|
||||
|
||||
@@ -178,7 +178,7 @@ namespace Barotrauma
|
||||
editingHUD = CreateEditingHUD();
|
||||
}
|
||||
|
||||
editingHUD.Update((float)Physics.step);
|
||||
editingHUD.Update((float)Timing.Step);
|
||||
editingHUD.Draw(spriteBatch);
|
||||
|
||||
if (!PlayerInput.LeftButtonClicked()) return;
|
||||
|
||||
@@ -284,6 +284,8 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
if (ShowNetStats) netStats.Update(deltaTime);
|
||||
if (settingsFrame != null) settingsFrame.Update(deltaTime);
|
||||
if (log.LogFrame != null) log.LogFrame.Update(deltaTime);
|
||||
|
||||
|
||||
if (!started) return;
|
||||
|
||||
@@ -302,8 +304,6 @@ namespace Barotrauma.Networking
|
||||
|
||||
if (gameStarted)
|
||||
{
|
||||
//inGameHUD.Update((float)Physics.step);
|
||||
|
||||
if (respawnManager != null) respawnManager.Update(deltaTime);
|
||||
|
||||
bool isCrewDead =
|
||||
@@ -1336,7 +1336,6 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
else if (log.LogFrame!=null)
|
||||
{
|
||||
log.LogFrame.Update(0.016f);
|
||||
log.LogFrame.Draw(spriteBatch);
|
||||
}
|
||||
|
||||
|
||||
@@ -301,8 +301,8 @@ namespace Barotrauma.Particles
|
||||
|
||||
public void UpdateDrawPos()
|
||||
{
|
||||
drawPosition = Physics.Interpolate(prevPosition, position);
|
||||
drawRotation = Physics.Interpolate(prevRotation, rotation);
|
||||
drawPosition = Timing.Interpolate(prevPosition, position);
|
||||
drawRotation = Timing.Interpolate(prevRotation, rotation);
|
||||
|
||||
prevPosition = position;
|
||||
prevRotation = rotation;
|
||||
|
||||
@@ -20,33 +20,6 @@ namespace Barotrauma
|
||||
|
||||
public static float DisplayToRealWorldRatio = 1.0f / 80.0f;
|
||||
|
||||
public static double accumulator;
|
||||
public static double step = 1.0/60.0;
|
||||
|
||||
public const float DisplayToSimRation = 100.0f;
|
||||
|
||||
public static double Alpha
|
||||
{
|
||||
get { return alpha; }
|
||||
set { alpha = Math.Min(Math.Max(value, 0.0), 1.0); }
|
||||
}
|
||||
|
||||
public static double Interpolate(double previous, double current)
|
||||
{
|
||||
return current * alpha + previous * (1.0 - alpha);
|
||||
}
|
||||
|
||||
public static float Interpolate(float previous, float current)
|
||||
{
|
||||
return current * (float)alpha + previous * (1.0f - (float)alpha);
|
||||
}
|
||||
|
||||
public static Vector2 Interpolate(Vector2 previous, Vector2 current)
|
||||
{
|
||||
return new Vector2(
|
||||
Interpolate(previous.X, current.X),
|
||||
Interpolate(previous.Y, current.Y));
|
||||
}
|
||||
public const float DisplayToSimRation = 100.0f;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -330,10 +330,10 @@ namespace Barotrauma
|
||||
|
||||
public void UpdateDrawPosition()
|
||||
{
|
||||
drawPosition = Physics.Interpolate(prevPosition, body.Position) - offsetFromTargetPos;
|
||||
drawPosition = Timing.Interpolate(prevPosition, body.Position) - offsetFromTargetPos;
|
||||
drawPosition = ConvertUnits.ToDisplayUnits(drawPosition);
|
||||
|
||||
drawRotation = Physics.Interpolate(prevRotation, body.Rotation);
|
||||
drawRotation = Timing.Interpolate(prevRotation, body.Rotation);
|
||||
|
||||
if (offsetFromTargetPos == Vector2.Zero) return;
|
||||
|
||||
@@ -370,7 +370,7 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
public void SmoothRotate(float targetRotation, float force = 10.0f)
|
||||
{
|
||||
float nextAngle = body.Rotation + body.AngularVelocity * (float)Physics.step;
|
||||
float nextAngle = body.Rotation + body.AngularVelocity * (float)Timing.Step;
|
||||
|
||||
float angle = MathUtils.GetShortestAngle(nextAngle, targetRotation);
|
||||
|
||||
|
||||
@@ -98,26 +98,15 @@ namespace Barotrauma
|
||||
/// <param name="gameTime">Provides a snapshot of timing values.</param>
|
||||
public override void Update(double deltaTime)
|
||||
{
|
||||
Physics.accumulator += deltaTime;
|
||||
//cam.Zoom += Math.Sign(PlayerInput.GetMouseState.ScrollWheelValue - PlayerInput.GetOldMouseState.ScrollWheelValue)*0.1f;
|
||||
|
||||
cam.MoveCamera((float)deltaTime);
|
||||
|
||||
if (physicsEnabled)
|
||||
{
|
||||
Physics.accumulator = Math.Min(Physics.accumulator, Physics.step * 4);
|
||||
while (Physics.accumulator >= Physics.step)
|
||||
{
|
||||
Character.UpdateAnimAll((float)Physics.step * 1000.0f);
|
||||
Character.UpdateAnimAll((float)deltaTime);
|
||||
|
||||
Ragdoll.UpdateAll(cam, (float)Physics.step);
|
||||
Ragdoll.UpdateAll(cam, (float)deltaTime);
|
||||
|
||||
GameMain.World.Step((float)Physics.step);
|
||||
|
||||
Physics.accumulator -= Physics.step;
|
||||
}
|
||||
|
||||
Physics.Alpha = Physics.accumulator / Physics.step;
|
||||
GameMain.World.Step((float)deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -91,9 +91,6 @@ namespace Barotrauma
|
||||
/// <param name="gameTime">Provides a snapshot of timing values.</param>
|
||||
public override void Update(double deltaTime)
|
||||
{
|
||||
//the accumulator code is based on this article:
|
||||
//http://gafferongames.com/game-physics/fix-your-timestep/
|
||||
Physics.accumulator += deltaTime;
|
||||
|
||||
#if DEBUG
|
||||
if (GameMain.GameSession != null && GameMain.GameSession.Level != null && GameMain.GameSession.Submarine != null)
|
||||
@@ -112,8 +109,6 @@ namespace Barotrauma
|
||||
|
||||
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime);
|
||||
|
||||
Character.UpdateAll(cam, (float)deltaTime);
|
||||
|
||||
if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null)
|
||||
{
|
||||
if (Character.Controlled.SelectedConstruction == Character.Controlled.ClosestItem)
|
||||
@@ -121,54 +116,49 @@ namespace Barotrauma
|
||||
Character.Controlled.SelectedConstruction.UpdateHUD(Character.Controlled);
|
||||
}
|
||||
}
|
||||
Character.UpdateAll(cam, (float)deltaTime);
|
||||
|
||||
BackgroundCreatureManager.Update(cam, (float)deltaTime);
|
||||
|
||||
Physics.accumulator = Math.Min(Physics.accumulator, Physics.step * 6);
|
||||
//Physics.accumulator = Physics.step;
|
||||
while (Physics.accumulator >= Physics.step)
|
||||
GameMain.ParticleManager.Update((float)deltaTime);
|
||||
|
||||
StatusEffect.UpdateAll((float)deltaTime);
|
||||
|
||||
if (Character.Controlled != null && Lights.LightManager.ViewTarget != null)
|
||||
{
|
||||
BackgroundCreatureManager.Update(cam, (float)Physics.step);
|
||||
|
||||
GameMain.ParticleManager.Update((float)Physics.step);
|
||||
|
||||
StatusEffect.UpdateAll((float)Physics.step);
|
||||
|
||||
if (Character.Controlled != null && Lights.LightManager.ViewTarget != null)
|
||||
{
|
||||
cam.TargetPos = Lights.LightManager.ViewTarget.WorldPosition;
|
||||
//Lights.LightManager.ViewPos = Character.Controlled.WorldPosition;
|
||||
}
|
||||
cam.MoveCamera((float)Physics.step);
|
||||
cam.TargetPos = Lights.LightManager.ViewTarget.WorldPosition;
|
||||
}
|
||||
cam.MoveCamera((float)deltaTime);
|
||||
|
||||
foreach (Submarine sub in Submarine.Loaded)
|
||||
{
|
||||
sub.SetPrevTransform(sub.Position);
|
||||
}
|
||||
|
||||
foreach (PhysicsBody pb in PhysicsBody.list)
|
||||
{
|
||||
pb.SetPrevTransform(pb.SimPosition, pb.Rotation);
|
||||
}
|
||||
|
||||
MapEntity.UpdateAll(cam, (float)Physics.step);
|
||||
|
||||
Character.UpdateAnimAll((float)Physics.step);
|
||||
|
||||
Ragdoll.UpdateAll(cam, (float)Physics.step);
|
||||
|
||||
foreach (Submarine sub in Submarine.Loaded)
|
||||
{
|
||||
sub.Update((float)Physics.step);
|
||||
}
|
||||
|
||||
GameMain.World.Step((float)Physics.step);
|
||||
|
||||
//Level.AfterWorldStep();
|
||||
|
||||
Physics.accumulator -= Physics.step;
|
||||
foreach (Submarine sub in Submarine.Loaded)
|
||||
{
|
||||
sub.SetPrevTransform(sub.Position);
|
||||
}
|
||||
|
||||
foreach (PhysicsBody pb in PhysicsBody.list)
|
||||
{
|
||||
pb.SetPrevTransform(pb.SimPosition, pb.Rotation);
|
||||
}
|
||||
|
||||
Physics.Alpha = Physics.accumulator / Physics.step;
|
||||
MapEntity.UpdateAll(cam, (float)deltaTime);
|
||||
|
||||
Character.UpdateAnimAll((float)deltaTime);
|
||||
|
||||
Ragdoll.UpdateAll(cam, (float)deltaTime);
|
||||
|
||||
foreach (Submarine sub in Submarine.Loaded)
|
||||
{
|
||||
sub.Update((float)deltaTime);
|
||||
}
|
||||
|
||||
GameMain.World.Step((float)deltaTime);
|
||||
|
||||
|
||||
if (!PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
Inventory.draggingSlot = null;
|
||||
Inventory.draggingItem = null;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -207,8 +197,6 @@ namespace Barotrauma
|
||||
|
||||
GUI.Draw((float)deltaTime, spriteBatch, cam);
|
||||
|
||||
if (!PlayerInput.LeftButtonHeld()) Inventory.draggingItem = null;
|
||||
|
||||
spriteBatch.End();
|
||||
}
|
||||
|
||||
|
||||
@@ -350,7 +350,12 @@ namespace Barotrauma
|
||||
|
||||
mapZoom += PlayerInput.ScrollWheelSpeed / 1000.0f;
|
||||
mapZoom = MathHelper.Clamp(mapZoom, 1.0f, 4.0f);
|
||||
//shiftPanel.Update((float)deltaTime);
|
||||
|
||||
GameMain.GameSession.Map.Update((float)deltaTime, new Rectangle(
|
||||
bottomPanel[selectedRightPanel].Rect.X + 20,
|
||||
bottomPanel[selectedRightPanel].Rect.Y + 20,
|
||||
bottomPanel[selectedRightPanel].Rect.Width - 310,
|
||||
bottomPanel[selectedRightPanel].Rect.Height - 40), mapZoom);
|
||||
}
|
||||
|
||||
public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
|
||||
|
||||
40
Subsurface/Source/Timing.cs
Normal file
40
Subsurface/Source/Timing.cs
Normal file
@@ -0,0 +1,40 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
static class Timing
|
||||
{
|
||||
private static double alpha;
|
||||
|
||||
public static double Accumulator;
|
||||
public static double Step = 1.0 / 60.0;
|
||||
|
||||
public static double Alpha
|
||||
{
|
||||
get { return alpha; }
|
||||
set { alpha = Math.Min(Math.Max(value, 0.0), 1.0); }
|
||||
}
|
||||
|
||||
public static double Interpolate(double previous, double current)
|
||||
{
|
||||
return current * alpha + previous * (1.0 - alpha);
|
||||
}
|
||||
|
||||
public static float Interpolate(float previous, float current)
|
||||
{
|
||||
return current * (float)alpha + previous * (1.0f - (float)alpha);
|
||||
}
|
||||
|
||||
public static Vector2 Interpolate(Vector2 previous, Vector2 current)
|
||||
{
|
||||
return new Vector2(
|
||||
Interpolate(previous.X, current.X),
|
||||
Interpolate(previous.Y, current.Y));
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user