(e42047dc1) Tester's build, January 30th 2020
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-2
@@ -142,7 +142,7 @@ namespace Barotrauma
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if (GameMain.DebugDraw)
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{
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GUI.DrawRectangle(spriteBatch, new Vector2(obj.Position.X, -obj.Position.Y), new Vector2(10.0f, 10.0f), Color.Red, true);
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GUI.DrawRectangle(spriteBatch, new Vector2(obj.Position.X, -obj.Position.Y), new Vector2(10.0f, 10.0f), GUI.Style.Red, true);
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foreach (LevelTrigger trigger in obj.Triggers)
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{
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@@ -153,7 +153,7 @@ namespace Barotrauma
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if (flowForce.LengthSquared() > 1)
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{
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flowForce.Y = -flowForce.Y;
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GUI.DrawLine(spriteBatch, new Vector2(trigger.WorldPosition.X, -trigger.WorldPosition.Y), new Vector2(trigger.WorldPosition.X, -trigger.WorldPosition.Y) + flowForce * 10, Color.Orange, 0, 5);
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GUI.DrawLine(spriteBatch, new Vector2(trigger.WorldPosition.X, -trigger.WorldPosition.Y), new Vector2(trigger.WorldPosition.X, -trigger.WorldPosition.Y) + flowForce * 10, GUI.Style.Orange, 0, 5);
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}
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trigger.PhysicsBody.UpdateDrawPosition();
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trigger.PhysicsBody.DebugDraw(spriteBatch, trigger.IsTriggered ? Color.Cyan : Color.DarkCyan);
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@@ -259,7 +259,7 @@ namespace Barotrauma
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GUI.DrawLine(spriteBatch,
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new Vector2(nodeList[i - 1].X, -nodeList[i - 1].Y),
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new Vector2(nodeList[i].X, -nodeList[i].Y),
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Color.Lerp(Color.Yellow, Color.Red, i / (float)nodeList.Count), 0, 10);
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Color.Lerp(Color.Yellow, GUI.Style.Red, i / (float)nodeList.Count), 0, 10);
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}
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}
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@@ -13,7 +13,7 @@ namespace Barotrauma.RuinGeneration
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}
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foreach (Line line in walls)
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{
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GUI.DrawLine(spriteBatch, new Vector2(line.A.X, -line.A.Y), new Vector2(line.B.X, -line.B.Y), Color.Red, 0.0f, 10);
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GUI.DrawLine(spriteBatch, new Vector2(line.A.X, -line.A.Y), new Vector2(line.B.X, -line.B.Y), GUI.Style.Red, 0.0f, 10);
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}
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}
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}
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