(9d4f6093f) Standardize the console commands for switching to editors. Revisit the descriptions and add Level Editor, Sprite Editor, and Particle Editor in the debug console help. Reduce the variants for all the commands.

This commit is contained in:
Joonas Rikkonen
2019-04-25 17:44:05 +03:00
parent d1695238f7
commit 16bebd57be
3 changed files with 22 additions and 9 deletions

View File

@@ -346,7 +346,7 @@ namespace Barotrauma
}
}));
commands.Add(new Command("mainmenuscreen|mainmenu|menu", "mainmenu/menu: Go to the main menu.", (string[] args) =>
commands.Add(new Command("mainmenu|menu", "mainmenu/menu: Go to the main menu.", (string[] args) =>
{
GameMain.GameSession = null;
@@ -359,7 +359,7 @@ namespace Barotrauma
GameMain.MainMenuScreen.Select();
}));
commands.Add(new Command("gamescreen|game", "gamescreen/game: Go to the \"in-game\" view.", (string[] args) =>
commands.Add(new Command("game", "gamescreen/game: Go to the \"in-game\" view.", (string[] args) =>
{
if (Screen.Selected == GameMain.SubEditorScreen)
{
@@ -368,7 +368,7 @@ namespace Barotrauma
GameMain.GameScreen.Select();
}));
commands.Add(new Command("editsubscreen|editsub|subeditor", "editsub/subeditor: Switch to the submarine editor.", (string[] args) =>
commands.Add(new Command("editsubs|subeditor", "editsubs/subeditor: Switch to the Submarine Editor to create or edit submarines.", (string[] args) =>
{
if (args.Length > 0)
{
@@ -377,23 +377,27 @@ namespace Barotrauma
GameMain.SubEditorScreen.Select();
}));
commands.Add(new Command("editparticles|particleeditor", "", (string[] args) =>
commands.Add(new Command("editparticles|particleeditor", "editparticles/particleeditor: Switch to the Particle Editor to edit particle effects.", (string[] args) =>
{
GameMain.ParticleEditorScreen.Select();
}));
commands.Add(new Command("editlevels|editlevel|leveleditor", "", (string[] args) =>
commands.Add(new Command("editlevels|leveleditor", "editlevels/leveleditor: Switch to the Level Editor to edit levels.", (string[] args) =>
{
GameMain.LevelEditorScreen.Select();
}));
commands.Add(new Command("editsprites|editsprite|spriteeditor|spriteedit", "", (string[] args) =>
commands.Add(new Command("editsprites|spriteeditor", "editsprites/spriteeditor: Switch to the Sprite Editor to edit the source rects and origins of sprites.", (string[] args) =>
{
GameMain.SpriteEditorScreen.Select();
}));
commands.Add(new Command("charactereditor|editcharacter|editcharacters|editanimation|editanimations|animedit|animationeditor|animeditor|animationedit", "charactereditor: Edit characters, animations, ragdolls....", (string[] args) =>
commands.Add(new Command("editcharacters|charactereditor", "editcharacters/charactereditor: Switch to the Character Editor to edit/create the ragdolls and animations of characters.", (string[] args) =>
{
if (Screen.Selected == GameMain.GameScreen)
{
NewMessage("WARNING: Switching between the character editor and the game view may cause odd behaviour or bugs. Use with caution.", Color.Orange);
}
GameMain.CharacterEditorScreen.Select();
}));

View File

@@ -33,8 +33,7 @@ namespace Barotrauma
//update client hulls if the amount of water has changed by >10%
//or if oxygen percentage has changed by 5%
if (Math.Abs(lastSentVolume - waterVolume) > Volume * 0.1f ||
Math.Abs(lastSentOxygen - OxygenPercentage) > 5f ||
FireSources.Count > 0)
Math.Abs(lastSentOxygen - OxygenPercentage) > 5f)
{
sendUpdateTimer -= deltaTime;
if (sendUpdateTimer < 0.0f)

View File

@@ -417,6 +417,11 @@ namespace Barotrauma
public void AddFireSource(FireSource fireSource)
{
FireSources.Add(fireSource);
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer && !IdFreed)
{
GameMain.NetworkMember.CreateEntityEvent(this);
}
}
public override void Update(float deltaTime, Camera cam)
@@ -584,6 +589,11 @@ namespace Barotrauma
public void RemoveFire(FireSource fire)
{
FireSources.Remove(fire);
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer && !Removed && !IdFreed)
{
GameMain.NetworkMember.CreateEntityEvent(this);
}
}
public IEnumerable<Hull> GetConnectedHulls(int? searchDepth)