(ccef21f63) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
This commit is contained in:
@@ -211,22 +211,23 @@ namespace Barotrauma
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Vector2 mouseSimPos = ConvertUnits.ToSimUnits(cursorPosition);
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if (GUI.PauseMenuOpen)
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{
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targetOffsetAmount = 0.0f;
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cam.OffsetAmount = 0.0f;
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cam.OffsetAmount = targetOffsetAmount = 0.0f;
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}
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else if (Lights.LightManager.ViewTarget is Item item && item.Prefab.FocusOnSelected)
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{
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cam.OffsetAmount = targetOffsetAmount = item.Prefab.OffsetOnSelected;
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}
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else if (SelectedConstruction != null && ViewTarget == null &&
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SelectedConstruction.Components.Any(ic => ic?.GuiFrame != null && ic.ShouldDrawHUD(this)))
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{
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targetOffsetAmount = 0.0f;
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cam.OffsetAmount = 0.0f;
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cam.OffsetAmount = targetOffsetAmount = 0.0f;
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cursorPosition =
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SelectedConstruction.Position +
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new Vector2(cursorPosition.X % 10.0f, cursorPosition.Y % 10.0f); //apply a little bit of movement to the cursor pos to prevent AFK kicking
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}
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else if (!GameMain.Config.EnableMouseLook)
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{
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targetOffsetAmount = 0.0f;
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cam.OffsetAmount = 0.0f;
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cam.OffsetAmount = targetOffsetAmount = 0.0f;
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}
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else if (Lights.LightManager.ViewTarget == this && Vector2.DistanceSquared(AnimController.Limbs[0].SimPosition, mouseSimPos) > 1.0f)
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{
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@@ -234,8 +235,7 @@ namespace Barotrauma
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{
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if (deltaTime > 0.0f)
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{
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targetOffsetAmount = 0.0f;
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cam.OffsetAmount = 0.0f;
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cam.OffsetAmount = targetOffsetAmount = 0.0f;
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}
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}
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else
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@@ -66,33 +66,6 @@ namespace Barotrauma
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CanBeFocused = false
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};
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Point scrollButtonSize = new Point((int)(200 * GUI.Scale), (int)(30 * GUI.Scale));
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crewArea = new GUIFrame(HUDLayoutSettings.ToRectTransform(HUDLayoutSettings.CrewArea, guiFrame.RectTransform), "", Color.Transparent)
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{
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CanBeFocused = false
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};
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toggleCrewButton = new GUIButton(new RectTransform(new Point((int)(30 * GUI.Scale), HUDLayoutSettings.CrewArea.Height), guiFrame.RectTransform)
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{ AbsoluteOffset = HUDLayoutSettings.CrewArea.Location },
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"", style: "UIToggleButton");
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toggleCrewButton.OnClicked += (GUIButton btn, object userdata) =>
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{
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toggleCrewAreaOpen = !toggleCrewAreaOpen;
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foreach (GUIComponent child in btn.Children)
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{
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child.SpriteEffects = toggleCrewAreaOpen ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
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}
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return true;
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};
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characterListBox = new GUIListBox(new RectTransform(new Point(100, (int)(crewArea.Rect.Height - scrollButtonSize.Y * 1.6f)), crewArea.RectTransform, Anchor.CenterLeft), false, Color.Transparent, null)
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{
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//Spacing = (int)(3 * GUI.Scale),
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ScrollBarEnabled = false,
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ScrollBarVisible = false,
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CanBeFocused = false
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};
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var characterInfo = new CharacterInfo(subElement);
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characterInfos.Add(characterInfo);
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foreach (XElement invElement in subElement.Elements())
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@@ -103,6 +76,50 @@ namespace Barotrauma
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}
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}
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var reports = Order.PrefabList.FindAll(o => o.TargetAllCharacters && o.SymbolSprite != null);
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reportButtonFrame = new GUILayoutGroup(new RectTransform(
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new Point((HUDLayoutSettings.CrewArea.Height - (int)((reports.Count - 1) * 5 * GUI.Scale)) / reports.Count, HUDLayoutSettings.CrewArea.Height), guiFrame.RectTransform))
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{
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AbsoluteSpacing = (int)(5 * GUI.Scale),
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UserData = "reportbuttons",
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CanBeFocused = false
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};
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//report buttons
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foreach (Order order in reports)
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{
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if (!order.TargetAllCharacters || order.SymbolSprite == null) continue;
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var btn = new GUIButton(new RectTransform(new Point(reportButtonFrame.Rect.Width), reportButtonFrame.RectTransform), style: null)
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{
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OnClicked = (GUIButton button, object userData) =>
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{
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if (Character.Controlled == null || Character.Controlled.SpeechImpediment >= 100.0f) return false;
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SetCharacterOrder(null, order, null, Character.Controlled);
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HumanAIController.PropagateHullSafety(Character.Controlled, Character.Controlled.CurrentHull);
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return true;
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},
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UserData = order,
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ToolTip = order.Name
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};
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new GUIFrame(new RectTransform(new Vector2(1.5f), btn.RectTransform, Anchor.Center), "OuterGlow")
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{
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Color = Color.Red * 0.8f,
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HoverColor = Color.Red * 1.0f,
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PressedColor = Color.Red * 0.6f,
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UserData = "highlighted",
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CanBeFocused = false,
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Visible = false
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};
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var img = new GUIImage(new RectTransform(Vector2.One, btn.RectTransform), order.Prefab.SymbolSprite, scaleToFit: true)
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{
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Color = order.Color,
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HoverColor = Color.Lerp(order.Color, Color.White, 0.5f),
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ToolTip = order.Name
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};
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}
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screenResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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prevUIScale = GUI.Scale;
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@@ -175,6 +175,63 @@ namespace Barotrauma.Items.Components
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}
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}
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}
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public void ApplyTo(RectTransform target)
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{
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if (RelativeOffset.HasValue)
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{
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target.RelativeOffset = RelativeOffset.Value;
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}
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else if (AbsoluteOffset.HasValue)
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{
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target.AbsoluteOffset = AbsoluteOffset.Value;
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}
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if (RelativeSize.HasValue)
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{
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target.RelativeSize = RelativeSize.Value;
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}
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else if (AbsoluteSize.HasValue)
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{
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target.NonScaledSize = AbsoluteSize.Value;
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}
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if (Anchor.HasValue)
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{
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target.Anchor = Anchor.Value;
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}
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if (Pivot.HasValue)
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{
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target.Pivot = Pivot.Value;
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}
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else
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{
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target.Pivot = RectTransform.MatchPivotToAnchor(target.Anchor);
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}
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target.RecalculateChildren(true, true);
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}
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}
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public GUIFrame GuiFrame { get; protected set; }
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[Serialize(false, false)]
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public bool AllowUIOverlap
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{
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get;
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set;
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}
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private ItemComponent linkToUIComponent;
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[Serialize("", false)]
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public string LinkUIToComponent
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{
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get;
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set;
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}
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[Serialize(0, false)]
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public int HudPriority
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{
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get;
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private set;
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}
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private bool shouldMuffleLooping;
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@@ -339,11 +339,10 @@ namespace Barotrauma.Items.Components
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}
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}
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if (crosshairSprite != null)
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{
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crosshairSprite.Draw(spriteBatch, crosshairPos, readyToFire ? Color.White : Color.White * 0.2f, 0, (float)Math.Sqrt(cam.Zoom));
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}
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if (crosshairPointerSprite != null) crosshairPointerSprite.Draw(spriteBatch, crosshairPointerPos, 0, (float)Math.Sqrt(cam.Zoom));
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float zoom = cam == null ? 1.0f : (float)Math.Sqrt(cam.Zoom);
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crosshairSprite?.Draw(spriteBatch, crosshairPos, readyToFire ? Color.White : Color.White * 0.2f, 0, zoom);
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crosshairPointerSprite?.Draw(spriteBatch, crosshairPointerPos, 0, zoom);
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}
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public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
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@@ -44,12 +44,9 @@ namespace Barotrauma
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public SteamWorkshopScreen()
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{
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int width = Math.Min(GameMain.GraphicsWidth - 160, 1000);
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int height = Math.Min(GameMain.GraphicsHeight - 160, 700);
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tabs = new GUIFrame[Enum.GetValues(typeof(Tab)).Length];
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menu = new GUIFrame(new RectTransform(new Vector2(0.6f, 0.7f), GUI.Canvas, Anchor.Center) { MinSize = new Point(width, height) });
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menu = new GUIFrame(new RectTransform(new Vector2(0.6f, 0.8f), GUI.Canvas, Anchor.Center) { MinSize = new Point(GameMain.GraphicsHeight, 0) });
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var container = new GUILayoutGroup(new RectTransform(new Vector2(0.95f, 0.85f), menu.RectTransform, Anchor.Center) { RelativeOffset = new Vector2(0.0f, 0.05f) }) { Stretch = true };
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@@ -122,7 +119,8 @@ namespace Barotrauma
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}
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};
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new GUIButton(new RectTransform(new Vector2(1.0f, 0.03f), listContainer.RectTransform), TextManager.Get("FindModsButton"))
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var findModsButtonContainer = new GUIFrame(new RectTransform(new Vector2(1.0f, 0.03f), listContainer.RectTransform), style: null);
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new GUIButton(new RectTransform(new Vector2(0.8f, 0.8f), findModsButtonContainer.RectTransform, Anchor.Center), TextManager.Get("FindModsButton"), style: "GUIButtonLarge")
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{
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OnClicked = (btn, userdata) =>
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{
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@@ -620,7 +618,7 @@ namespace Barotrauma
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new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.0f), content.RectTransform), item.Title, textAlignment: Alignment.TopLeft, font: GUI.LargeFont, wrap: true);
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new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.0f), content.RectTransform), TextManager.Get("WorkshopItemCreator") + ": " + item.OwnerName, textAlignment: Alignment.BottomLeft, wrap: true);
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var headerAreaBackground = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.59f), content.RectTransform, maxSize: new Point(int.MaxValue, 235))) { Color = Color.Black };
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var headerAreaBackground = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.5f), content.RectTransform, maxSize: new Point(int.MaxValue, 235))) { Color = Color.Black };
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var headerArea = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 1.0f), headerAreaBackground.RectTransform), childAnchor: Anchor.Center);
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@@ -693,9 +691,9 @@ namespace Barotrauma
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//spacing
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new GUIFrame(new RectTransform(new Vector2(0.0f, 0.015f), content.RectTransform), style: null);
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var steamButtonHolder = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.05f), content.RectTransform));
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var steamButtonHolder = new GUIFrame(new RectTransform(new Vector2(1.0f, 0.05f), content.RectTransform), style: null);
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new GUIButton(new RectTransform(new Vector2(1.0f, 1.0f), steamButtonHolder.RectTransform), TextManager.Get("WorkshopShowItemInSteam"))
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new GUIButton(new RectTransform(new Vector2(0.8f, 1.0f), steamButtonHolder.RectTransform, Anchor.Center), TextManager.Get("WorkshopShowItemInSteam"), style: "GUIButtonLarge")
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{
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OnClicked = (btn, userdata) =>
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{
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@@ -143,11 +143,16 @@ namespace Barotrauma
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private void CreateUI()
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{
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TopPanel = new GUIFrame(new RectTransform(new Vector2(1.0f, 0.04f), GUI.Canvas) { MinSize = new Point(0, 35) }, "GUIFrameTop");
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GUIFrame paddedTopPanel = new GUIFrame(new RectTransform(new Vector2(0.95f, 0.55f), TopPanel.RectTransform, Anchor.Center) { RelativeOffset = new Vector2(0.0f, -0.1f) },
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style: null);
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var button = new GUIButton(new RectTransform(new Vector2(0.07f, 0.9f), paddedTopPanel.RectTransform, Anchor.CenterLeft), TextManager.Get("OpenSubButton"))
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TopPanel = new GUIFrame(new RectTransform(new Vector2(1.0f, 0.05f), GUI.Canvas) { MinSize = new Point(0, 35) }, "GUIFrameTop");
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GUIFrame paddedTopPanel = new GUIFrame(new RectTransform(new Vector2(0.95f, 0.55f), TopPanel.RectTransform, Anchor.Center) { RelativeOffset = new Vector2(0.0f, -0.1f) }, style: null);
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var button = new GUIButton(new RectTransform(new Vector2(0.07f, 0.9f), paddedTopPanel.RectTransform, Anchor.CenterLeft), TextManager.Get("Back"))
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{
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OnClicked = GameMain.MainMenuScreen.ReturnToMainMenu
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};
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button = new GUIButton(new RectTransform(new Vector2(0.07f, 0.9f), paddedTopPanel.RectTransform, Anchor.CenterLeft) { RelativeOffset = new Vector2(0.07f, 0.0f) }, TextManager.Get("OpenSubButton"))
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{
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OnClicked = (GUIButton btn, object data) =>
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{
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@@ -158,7 +163,7 @@ namespace Barotrauma
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}
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};
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button = new GUIButton(new RectTransform(new Vector2(0.07f, 0.9f), paddedTopPanel.RectTransform, Anchor.CenterLeft) { RelativeOffset = new Vector2(0.08f, 0.0f) }, TextManager.Get("SaveSubButton"))
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button = new GUIButton(new RectTransform(new Vector2(0.07f, 0.9f), paddedTopPanel.RectTransform, Anchor.CenterLeft) { RelativeOffset = new Vector2(0.14f, 0.0f) }, TextManager.Get("SaveSubButton"))
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{
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OnClicked = (GUIButton btn, object data) =>
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{
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@@ -169,13 +174,13 @@ namespace Barotrauma
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}
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};
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var nameLabel = new GUITextBlock(new RectTransform(new Vector2(0.1f, 0.9f), paddedTopPanel.RectTransform, Anchor.CenterLeft) { RelativeOffset = new Vector2(0.15f, 0.0f) },
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var nameLabel = new GUITextBlock(new RectTransform(new Vector2(0.1f, 0.9f), paddedTopPanel.RectTransform, Anchor.CenterLeft) { RelativeOffset = new Vector2(0.21f, 0.0f) },
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"", font: GUI.LargeFont, textAlignment: Alignment.CenterLeft)
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{
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TextGetter = GetSubName
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};
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linkedSubBox = new GUIDropDown(new RectTransform(new Vector2(0.15f, 0.9f), paddedTopPanel.RectTransform) { RelativeOffset = new Vector2(0.4f, 0.0f) },
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linkedSubBox = new GUIDropDown(new RectTransform(new Vector2(0.15f, 0.9f), paddedTopPanel.RectTransform) { RelativeOffset = new Vector2(0.385f, 0.0f) },
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TextManager.Get("AddSubButton"), elementCount: 20)
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{
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ToolTip = TextManager.Get("AddSubToolTip")
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@@ -279,12 +284,13 @@ namespace Barotrauma
|
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|
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var paddedTab = new GUIFrame(new RectTransform(new Vector2(1.0f, 1.0f), EntityMenu.RectTransform, Anchor.Center), style: null);
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var filterArea = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.1f), paddedTab.RectTransform), isHorizontal: true)
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var filterArea = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.1f), paddedTab.RectTransform) { AbsoluteOffset = new Point(0, 10) }, isHorizontal: true)
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{
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Color = secondaryColor,
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Stretch = true,
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UserData = "filterarea"
|
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};
|
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new GUITextBlock(new RectTransform(new Vector2(0.05f, 1.0f), filterArea.RectTransform), TextManager.Get("FilterMapEntities"), font: GUI.Font);
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entityFilterBox = new GUITextBox(new RectTransform(new Vector2(0.8f, 1.0f), filterArea.RectTransform), font: GUI.Font);
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entityFilterBox.OnTextChanged += (textBox, text) => { FilterEntities(text); return true; };
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@@ -293,7 +299,7 @@ namespace Barotrauma
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OnClicked = (btn, userdata) => { ClearFilter(); entityFilterBox.Flash(Color.White); return true; }
|
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};
|
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|
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var entityListHolder = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.85f), paddedTab.RectTransform, Anchor.Center) { RelativeOffset = new Vector2(0.0f, 0.05f) });
|
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var entityListHolder = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.85f), paddedTab.RectTransform, Anchor.Center) { RelativeOffset = new Vector2(0.0f, 0.06f) });
|
||||
|
||||
var tabButtonHolder = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.1f), entityListHolder.RectTransform, Anchor.TopRight, Pivot.BottomRight),
|
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isHorizontal: true)
|
||||
@@ -353,21 +359,24 @@ namespace Barotrauma
|
||||
}
|
||||
};
|
||||
|
||||
//empty guiframe as a separator
|
||||
new GUIFrame(new RectTransform(new Vector2(1.0f, 0.02f), paddedLeftPanel.RectTransform), style: null);
|
||||
|
||||
button = new GUIButton(new RectTransform(new Vector2(1.0f, 0.025f), paddedLeftPanel.RectTransform), TextManager.Get("GenerateWaypointsButton"))
|
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button = new GUIButton(new RectTransform(new Vector2(1.0f, 0.025f), paddedLeftPanel.RectTransform), TextManager.Get("GenerateWaypointsButton"), style: null, color: new Color(70, 100, 122, 255))
|
||||
{
|
||||
ForceUpperCase = true,
|
||||
HoverColor = new Color(33, 33, 33, 255),
|
||||
TextColor = Color.White,
|
||||
ToolTip = TextManager.Get("GenerateWaypointsToolTip"),
|
||||
OnClicked = GenerateWaypoints
|
||||
};
|
||||
|
||||
// empty guiframe as a separator
|
||||
new GUIFrame(new RectTransform(new Vector2(1.0f, 0.02f), paddedLeftPanel.RectTransform), style: null);
|
||||
//spacing
|
||||
new GUIFrame(new RectTransform(new Vector2(1.0f, 0.01f), paddedLeftPanel.RectTransform), style: null);
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||||
|
||||
var showEntitiesHolder = new GUILayoutGroup(new RectTransform(new Vector2(paddedLeftPanel.RectTransform.RelativeSize.X, 0.3f), paddedLeftPanel.RectTransform))
|
||||
{ Color = secondaryColor, Stretch = true, RelativeSpacing = 0.05f };
|
||||
|
||||
//spacing
|
||||
new GUIFrame(new RectTransform(new Vector2(1.0f, 0.0f), showEntitiesHolder.RectTransform) { MinSize = new Point(0, 3) }, style: null);
|
||||
|
||||
var tickBox = new GUITickBox(new RectTransform(new Point(32, 32), showEntitiesHolder.RectTransform) { AbsoluteOffset = new Point(10, 0) }, TextManager.Get("ShowLighting"))
|
||||
{
|
||||
Selected = lightingEnabled,
|
||||
@@ -431,6 +440,9 @@ namespace Barotrauma
|
||||
OnSelected = (GUITickBox obj) => { Gap.ShowGaps = obj.Selected; return true; },
|
||||
};
|
||||
|
||||
//spacing
|
||||
new GUIFrame(new RectTransform(new Vector2(1.0f, 0.0f), showEntitiesHolder.RectTransform) { MinSize = new Point(0, 3) }, style: null);
|
||||
|
||||
new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.025f), paddedLeftPanel.RectTransform, Anchor.BottomCenter) { AbsoluteOffset = new Point(10, 0) }, TextManager.Get("PreviouslyUsedLabel"));
|
||||
previouslyUsedList = new GUIListBox(new RectTransform(new Vector2(1.0f, 0.2f), paddedLeftPanel.RectTransform, Anchor.BottomCenter) { AbsoluteOffset = new Point(10, 0) })
|
||||
{
|
||||
@@ -849,6 +861,8 @@ namespace Barotrauma
|
||||
|
||||
GUI.AddMessage(TextManager.Get("SubSavedNotification").Replace("[filepath]", Submarine.MainSub.FilePath), Color.Green);
|
||||
|
||||
Submarine.RefreshSavedSub(savePath);
|
||||
|
||||
linkedSubBox.ClearChildren();
|
||||
foreach (Submarine sub in Submarine.SavedSubmarines)
|
||||
{
|
||||
@@ -2210,19 +2224,19 @@ namespace Barotrauma
|
||||
|
||||
Sprite backgroundSprite = LevelGenerationParams.LevelParams.Find(l => l.BackgroundTopSprite != null).BackgroundTopSprite;
|
||||
|
||||
Sprite backgroundSprite = LevelGenerationParams.LevelParams.Find(l => l.BackgroundTopSprite != null).BackgroundTopSprite;
|
||||
if (backgroundSprite != null)
|
||||
using (RenderTarget2D rt = new RenderTarget2D(
|
||||
GameMain.Instance.GraphicsDevice,
|
||||
width, height, false, SurfaceFormat.Color, DepthFormat.None))
|
||||
using (SpriteBatch spriteBatch = new SpriteBatch(GameMain.Instance.GraphicsDevice))
|
||||
{
|
||||
spriteBatch.Begin();
|
||||
backgroundSprite.Draw(spriteBatch, Vector2.Zero, new Color(0.025f, 0.075f, 0.131f, 1.0f));
|
||||
spriteBatch.End();
|
||||
}
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, transform);
|
||||
Submarine.Draw(spriteBatch, false);
|
||||
Submarine.DrawFront(spriteBatch);
|
||||
Submarine.DrawDamageable(spriteBatch, null);
|
||||
spriteBatch.End();
|
||||
GameMain.Instance.GraphicsDevice.SetRenderTarget(rt);
|
||||
|
||||
if (backgroundSprite != null)
|
||||
{
|
||||
spriteBatch.Begin();
|
||||
backgroundSprite.Draw(spriteBatch, Vector2.Zero, new Color(0.025f, 0.075f, 0.131f, 1.0f));
|
||||
spriteBatch.End();
|
||||
}
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, transform);
|
||||
Submarine.Draw(spriteBatch, false);
|
||||
|
||||
@@ -75,7 +75,6 @@
|
||||
<Submarine file="Submarines/Bunyip.sub" />
|
||||
<Submarine file="Submarines/Humpback.sub" />
|
||||
<Submarine file="Submarines/Dugong.sub" />
|
||||
<Submarine file="Submarines/PAX.sub" />
|
||||
<Submarine file="Submarines/Remora.sub" />
|
||||
<Submarine file="Submarines/RemoraDrone.sub" />
|
||||
<Text file="Content/Texts/EnglishVanilla.xml" />
|
||||
|
||||
@@ -1913,6 +1913,18 @@
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Items\Misc\GuitarClown.ogg">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Items\PowerOnHeavy1.ogg">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Items\PowerOnLight1.ogg">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Items\PowerOnLight2.ogg">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Items\PowerOnLight3.ogg">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Items\Weapons\ElectricalDischarger.ogg">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
@@ -2470,9 +2482,6 @@
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Items\Door\DuctBreak.ogg">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Items\Electricity\powerOn.ogg">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Items\Electricity\Zap1.ogg">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
@@ -3083,9 +3092,6 @@
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Items\Door\DoorBreak2.ogg">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Submarines\PAX.sub">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="$(MSBuildThisFileDirectory)Submarines\Remora.sub">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
|
||||
@@ -289,17 +289,15 @@ namespace Barotrauma
|
||||
|
||||
public override void OnAttacked(Character attacker, AttackResult attackResult)
|
||||
{
|
||||
// Damage from falling etc.
|
||||
if (Character.LastDamageSource == null) { return; }
|
||||
float damage = attackResult.Damage;
|
||||
if (damage <= 0) { return; }
|
||||
if (attacker == null || attacker.IsDead || attacker.Removed)
|
||||
{
|
||||
if (objectiveManager.CurrentOrder == null)
|
||||
{
|
||||
objectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
|
||||
}
|
||||
return;
|
||||
AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced));
|
||||
}
|
||||
if (IsFriendly(attacker))
|
||||
else if (IsFriendly(attacker))
|
||||
{
|
||||
if (attacker.AnimController.Anim == Barotrauma.AnimController.Animation.CPR && attacker.SelectedCharacter == Character)
|
||||
{
|
||||
@@ -309,51 +307,50 @@ namespace Barotrauma
|
||||
}
|
||||
if (!attacker.IsRemotePlayer && Character.Controlled != attacker && attacker.AIController != null && attacker.AIController.Enabled)
|
||||
{
|
||||
// Don't react to damage done by friendly ai, because we know that it's accidental
|
||||
if (objectiveManager.CurrentOrder == null)
|
||||
{
|
||||
objectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
|
||||
}
|
||||
return;
|
||||
}
|
||||
float currentVitality = Character.CharacterHealth.Vitality;
|
||||
float dmgPercentage = damage / currentVitality * 100;
|
||||
if (dmgPercentage < currentVitality / 10)
|
||||
{
|
||||
// Don't react to a minor amount of (accidental) dmg done by friendly characters
|
||||
if (objectiveManager.CurrentOrder == null)
|
||||
{
|
||||
objectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
|
||||
}
|
||||
}
|
||||
if (ObjectiveManager.CurrentObjective is AIObjectiveCombat combatObjective)
|
||||
{
|
||||
if (combatObjective.Enemy != attacker)
|
||||
{
|
||||
// Replace the old objective with the new.
|
||||
ObjectiveManager.Objectives.Remove(combatObjective);
|
||||
objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker));
|
||||
}
|
||||
// Don't retaliate on damage done by friendly ai, because we know that it's accidental
|
||||
AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced));
|
||||
}
|
||||
else
|
||||
{
|
||||
objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker), Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced));
|
||||
float currentVitality = Character.CharacterHealth.Vitality;
|
||||
float dmgPercentage = damage / currentVitality * 100;
|
||||
if (dmgPercentage < currentVitality / 10)
|
||||
{
|
||||
// Don't retaliate on minor (accidental) dmg done by friendly characters
|
||||
AddCombatObjective(AIObjectiveCombat.CombatMode.Retreat, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced));
|
||||
}
|
||||
else
|
||||
{
|
||||
AddCombatObjective(AIObjectiveCombat.CombatMode.Defensive, Rand.Range(0.5f, 1f, Rand.RandSync.Unsynced));
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
AddCombatObjective(AIObjectiveCombat.CombatMode.Defensive);
|
||||
}
|
||||
|
||||
void AddCombatObjective(AIObjectiveCombat.CombatMode mode, float delay = 0)
|
||||
{
|
||||
if (ObjectiveManager.CurrentObjective is AIObjectiveCombat combatObjective)
|
||||
{
|
||||
if (combatObjective.Enemy != attacker)
|
||||
if (combatObjective.Enemy != attacker || (combatObjective.Enemy == null && attacker == null))
|
||||
{
|
||||
// Replace the old objective with the new.
|
||||
ObjectiveManager.Objectives.Remove(combatObjective);
|
||||
objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker));
|
||||
objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker, mode));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker));
|
||||
if (delay > 0)
|
||||
{
|
||||
objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker, mode), delay);
|
||||
}
|
||||
else
|
||||
{
|
||||
objectiveManager.AddObjective(new AIObjectiveCombat(Character, attacker, mode));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -43,11 +43,80 @@ namespace Barotrauma
|
||||
private set;
|
||||
}
|
||||
|
||||
public bool InLadders => currentPath != null && currentPath.CurrentNode != null && currentPath.CurrentNode.Ladders != null;
|
||||
public bool IsNextNodeLadder => currentPath.NextNode != null && currentPath.CurrentNode.Ladders != null;
|
||||
public bool IsNextLadderSameAsCurrent => IsNextNodeLadder && currentPath.CurrentNode.Ladders == currentPath.NextNode.Ladders;
|
||||
/// <summary>
|
||||
/// Returns true if the current or the next node is in ladders.
|
||||
/// </summary>
|
||||
public bool InLadders =>
|
||||
currentPath != null &&
|
||||
currentPath.CurrentNode != null && (currentPath.CurrentNode.Ladders != null ||
|
||||
(currentPath.NextNode != null && currentPath.NextNode.Ladders != null));
|
||||
|
||||
public bool InStairs => currentPath != null && currentPath.CurrentNode != null && currentPath.CurrentNode.Stairs != null;
|
||||
/// <summary>
|
||||
/// Returns true if the current or the next node is in stairs.
|
||||
/// </summary>
|
||||
public bool InStairs =>
|
||||
currentPath != null &&
|
||||
currentPath.CurrentNode != null && (currentPath.CurrentNode.Stairs != null ||
|
||||
(currentPath.NextNode != null && currentPath.NextNode.Stairs != null));
|
||||
|
||||
public bool IsNextNodeLadder
|
||||
{
|
||||
get
|
||||
{
|
||||
if (currentPath == null) { return false; }
|
||||
if (currentPath.NextNode == null) { return false; }
|
||||
if (currentPath.NextNode.Ladders != null)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Check if the node after the next node is ladder.
|
||||
int index = currentPath.CurrentIndex + 2;
|
||||
if (currentPath.Nodes.Count > index)
|
||||
{
|
||||
var node = currentPath.Nodes[index];
|
||||
if (node == null) { return false; }
|
||||
// Only applied if the node is close enough to the current node.
|
||||
if (Vector2.DistanceSquared(currentPath.CurrentNode.WorldPosition, node.WorldPosition) > 100) { return false; }
|
||||
return node.Ladders != null;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsNextLadderSameAsCurrent
|
||||
{
|
||||
get
|
||||
{
|
||||
if (currentPath == null) { return false; }
|
||||
if (currentPath.CurrentNode == null) { return false; }
|
||||
if (currentPath.NextNode == null) { return false; }
|
||||
var currentLadder = currentPath.CurrentNode.Ladders;
|
||||
if (currentLadder == null) { return false; }
|
||||
var nextLadder = currentPath.NextNode.Ladders;
|
||||
if (nextLadder != null)
|
||||
{
|
||||
return currentLadder == nextLadder;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Check if the node after the next node is in the same ladder as the current.
|
||||
int index = currentPath.CurrentIndex + 2;
|
||||
if (currentPath.Nodes.Count > index)
|
||||
{
|
||||
var node = currentPath.Nodes[index];
|
||||
if (node == null) { return false; }
|
||||
// Only applied if the node is close enough to the current node.
|
||||
if (Vector2.DistanceSquared(currentPath.CurrentNode.WorldPosition, node.WorldPosition) > 100) { return false; }
|
||||
nextLadder = node.Ladders;
|
||||
return nextLadder != null && nextLadder == currentLadder;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public IndoorsSteeringManager(ISteerable host, bool canOpenDoors, bool canBreakDoors) : base(host)
|
||||
{
|
||||
@@ -173,7 +242,7 @@ namespace Barotrauma
|
||||
Vector2 diff = currentPath.CurrentNode.SimPosition - pos;
|
||||
bool nextLadderSamesCurrent = IsNextLadderSameAsCurrent;
|
||||
|
||||
if (IsNextLadderSameAsCurrent)
|
||||
if (nextLadderSamesCurrent)
|
||||
{
|
||||
//climbing ladders -> don't move horizontally
|
||||
diff.X = 0.0f;
|
||||
@@ -191,14 +260,14 @@ namespace Barotrauma
|
||||
bool aboveFloor = heightFromFloor > 0.0f && heightFromFloor < collider.height * 1.5f;
|
||||
if (aboveFloor || IsNextNodeLadder)
|
||||
{
|
||||
if (!IsNextLadderSameAsCurrent)
|
||||
if (!nextLadderSamesCurrent)
|
||||
{
|
||||
character.AnimController.Anim = AnimController.Animation.None;
|
||||
}
|
||||
currentPath.SkipToNextNode();
|
||||
}
|
||||
}
|
||||
else if (IsNextLadderSameAsCurrent)
|
||||
else if (nextLadderSamesCurrent)
|
||||
{
|
||||
//if the current node is below the character and the next one is above (or vice versa)
|
||||
//and both are on ladders, we can skip directly to the next one
|
||||
|
||||
@@ -47,25 +47,32 @@ namespace Barotrauma
|
||||
|
||||
private float coolDownTimer;
|
||||
|
||||
public AIObjectiveCombat(Character character, Character enemy) : base(character, "")
|
||||
public enum CombatMode
|
||||
{
|
||||
Defensive,
|
||||
Offensive, // Not implemented
|
||||
Retreat
|
||||
}
|
||||
|
||||
public CombatMode Mode { get; private set; }
|
||||
|
||||
public AIObjectiveCombat(Character character, Character enemy, CombatMode mode) : base(character, "")
|
||||
{
|
||||
Enemy = enemy;
|
||||
coolDownTimer = CoolDown;
|
||||
HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 0;
|
||||
Mode = mode;
|
||||
if (Enemy == null)
|
||||
{
|
||||
Mode = CombatMode.Retreat;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
coolDownTimer -= deltaTime;
|
||||
if (Weapon != null && character.Inventory.Items.Contains(_weapon))
|
||||
{
|
||||
Weapon = null;
|
||||
}
|
||||
if (Weapon == null)
|
||||
{
|
||||
Weapon = GetWeapon();
|
||||
}
|
||||
if (Weapon == null)
|
||||
if (abandon) { return; }
|
||||
switch (Mode)
|
||||
{
|
||||
case CombatMode.Defensive:
|
||||
if (Weapon != null && character.Inventory.Items.Contains(_weapon))
|
||||
@@ -97,17 +104,6 @@ namespace Barotrauma
|
||||
default:
|
||||
throw new System.NotImplementedException();
|
||||
}
|
||||
else if (Equip(deltaTime))
|
||||
{
|
||||
if (Reload(deltaTime))
|
||||
{
|
||||
Attack(deltaTime);
|
||||
}
|
||||
}
|
||||
if (!abandon)
|
||||
{
|
||||
Move(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
private Item GetWeapon()
|
||||
@@ -140,6 +136,21 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
// When defensive, try to retreat to safety. TODO: in offsensive mode, engage the target
|
||||
Retreat(deltaTime);
|
||||
break;
|
||||
case CombatMode.Retreat:
|
||||
Retreat(deltaTime);
|
||||
break;
|
||||
case CombatMode.Offensive:
|
||||
default:
|
||||
throw new System.NotImplementedException();
|
||||
}
|
||||
else if (Equip(deltaTime))
|
||||
{
|
||||
if (Reload(deltaTime))
|
||||
{
|
||||
Attack(deltaTime);
|
||||
}
|
||||
}
|
||||
return weapon;
|
||||
@@ -168,20 +179,18 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
//couldn't equip the item, escape
|
||||
Escape(deltaTime);
|
||||
//Abandon(deltaTime);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private void Move(float deltaTime)
|
||||
private void Retreat(float deltaTime)
|
||||
{
|
||||
// Retreat to safety
|
||||
// TODO: aggressive behaviour, chasing?
|
||||
if (retreatTarget == null || (retreatObjective != null && !retreatObjective.CanBeCompleted))
|
||||
{
|
||||
retreatTarget = HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>().FindBestHull();
|
||||
retreatTarget = HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>().FindBestHull(new List<Hull>() { character.CurrentHull });
|
||||
}
|
||||
if (retreatTarget != null)
|
||||
{
|
||||
@@ -218,7 +227,7 @@ namespace Barotrauma
|
||||
}
|
||||
else if (!reloadWeaponObjective.CanBeCompleted)
|
||||
{
|
||||
Escape(deltaTime);
|
||||
Mode = CombatMode.Retreat;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -277,16 +286,16 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private void Escape(float deltaTime)
|
||||
private void Abandon(float deltaTime)
|
||||
{
|
||||
abandon = true;
|
||||
SteeringManager.Reset();
|
||||
HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
|
||||
//HumanAIController.ObjectiveManager.GetObjective<AIObjectiveFindSafety>().Priority = 100;
|
||||
}
|
||||
|
||||
public override bool IsCompleted()
|
||||
{
|
||||
bool completed = Enemy == null || Enemy.Removed || Enemy.IsDead || coolDownTimer <= 0;
|
||||
bool completed = (Enemy != null && (Enemy.Removed || Enemy.IsDead)) || coolDownTimer <= 0;
|
||||
if (completed)
|
||||
{
|
||||
if (Weapon != null)
|
||||
@@ -298,7 +307,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
public override bool CanBeCompleted => !abandon && (reloadWeaponObjective == null || reloadWeaponObjective.CanBeCompleted) && (retreatObjective == null || retreatObjective.CanBeCompleted);
|
||||
public override float GetPriority(AIObjectiveManager objectiveManager) => Enemy == null || Enemy.Removed || Enemy.IsDead ? 0 : 100;
|
||||
public override float GetPriority(AIObjectiveManager objectiveManager) => (Enemy != null && (Enemy.Removed || Enemy.IsDead)) ? 0 : 100;
|
||||
|
||||
public override bool IsDuplicate(AIObjective otherObjective)
|
||||
{
|
||||
|
||||
@@ -86,7 +86,10 @@ namespace Barotrauma
|
||||
|
||||
character.AIController.SteeringManager.Reset();
|
||||
character.CursorPosition = fs.Position;
|
||||
character.SetInput(InputType.Aim, false, true);
|
||||
if (extinguisher.Item.RequireAimToUse)
|
||||
{
|
||||
character.SetInput(InputType.Aim, false, true);
|
||||
}
|
||||
extinguisher.Use(deltaTime, character);
|
||||
|
||||
if (!targetHull.FireSources.Contains(fs))
|
||||
|
||||
@@ -168,13 +168,14 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public Hull FindBestHull()
|
||||
public Hull FindBestHull(IEnumerable<Hull> ignoredHulls = null)
|
||||
{
|
||||
Hull bestHull = character.CurrentHull;
|
||||
float bestValue = currenthullSafety;
|
||||
Hull bestHull = null;
|
||||
float bestValue = 0;
|
||||
foreach (Hull hull in Hull.hullList)
|
||||
{
|
||||
if (hull.Submarine == null) { continue; }
|
||||
if (ignoredHulls != null && ignoredHulls.Contains(hull)) { continue; }
|
||||
float hullSafety = 0;
|
||||
if (character.Submarine != null && SteeringManager == PathSteering)
|
||||
{
|
||||
|
||||
@@ -161,7 +161,7 @@ namespace Barotrauma
|
||||
private void OperateRepairTool(float deltaTime)
|
||||
{
|
||||
character.CursorPosition = Item.Position;
|
||||
if (Item.RequireAimToUse)
|
||||
if (repairTool.Item.RequireAimToUse)
|
||||
{
|
||||
character.SetInput(InputType.Aim, false, true);
|
||||
}
|
||||
|
||||
@@ -64,6 +64,7 @@ namespace Barotrauma.Items.Components
|
||||
attack = new Attack(subElement, item.Name + ", MeleeWeapon");
|
||||
}
|
||||
item.IsShootable = true;
|
||||
// TODO: should define this in xml if we have melee weapons that don't require aim to use
|
||||
item.RequireAimToUse = true;
|
||||
}
|
||||
|
||||
|
||||
@@ -58,6 +58,7 @@ namespace Barotrauma.Items.Components
|
||||
: base(item, element)
|
||||
{
|
||||
item.IsShootable = true;
|
||||
// TODO: should define this in xml if we have ranged weapons that don't require aim to use
|
||||
item.RequireAimToUse = true;
|
||||
}
|
||||
|
||||
|
||||
@@ -80,6 +80,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
item.IsShootable = true;
|
||||
// TODO: should define this in xml if we have repair tools that don't require aim to use
|
||||
item.RequireAimToUse = true;
|
||||
InitProjSpecific(element);
|
||||
}
|
||||
|
||||
@@ -533,25 +533,6 @@ namespace Barotrauma
|
||||
{
|
||||
maxX = Math.Min(maxX, ruin.Area.X - 100.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
maxX = Math.Min(maxX, ruin.Area.X - 100.0f);
|
||||
}
|
||||
}
|
||||
|
||||
if (minX < 0.0f && maxX > Level.Loaded.Size.X)
|
||||
{
|
||||
//no walls found at either side, just use the initial spawnpos and hope for the best
|
||||
}
|
||||
else if (minX < 0)
|
||||
{
|
||||
//no wall found at the left side, spawn to the left from the right-side wall
|
||||
spawnPos.X = maxX - minWidth - 100.0f + subDockingPortOffset;
|
||||
}
|
||||
else if (maxX > Level.Loaded.Size.X)
|
||||
{
|
||||
//no wall found at right side, spawn to the right from the left-side wall
|
||||
spawnPos.X = minX + minWidth + 100.0f + subDockingPortOffset;
|
||||
}
|
||||
|
||||
if (minX < 0.0f && maxX > Level.Loaded.Size.X)
|
||||
|
||||
Reference in New Issue
Block a user