improved humanoid animations, some map stats in map editor, gap connections visible in editor, editing wire nodes in editor, pumps don't have to be manually linked, coroutine exception handling
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@@ -24,6 +24,27 @@ namespace Subsurface
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get { return cam; }
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}
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public string GetSubName()
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{
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return ((Submarine.Loaded == null) ? "" : Submarine.Loaded.Name);
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}
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private string GetItemCount()
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{
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return "Items: " +Item.itemList.Count;
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}
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private string GetStructureCount()
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{
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return "Structures: " + (MapEntity.mapEntityList.Count - Item.itemList.Count);
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}
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private string GetPhysicsBodyCount()
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{
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return "Physics bodies: " + Game1.World.BodyList.Count;
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}
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public EditMapScreen()
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{
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cam = new Camera();
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@@ -37,15 +58,28 @@ namespace Subsurface
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//constructionList.OnSelected = MapEntityPrefab.SelectPrefab;
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//constructionList.CheckSelected = MapEntityPrefab.GetSelected;
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GUIButton button = new GUIButton(new Rectangle(0, 50, 100, 20), "Items", Alignment.Left, GUI.Style, GUIpanel);
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GUITextBlock nameBlock = new GUITextBlock(new Rectangle(0, 30, 0, 20), "", GUI.Style, Alignment.TopLeft, Alignment.TopLeft, GUIpanel, true, GUI.LargeFont);
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nameBlock.TextGetter = GetSubName;
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GUITextBlock itemCount = new GUITextBlock(new Rectangle(0, 80, 0, 20), "", GUI.Style, GUIpanel);
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itemCount.TextGetter = GetItemCount;
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GUITextBlock structureCount = new GUITextBlock(new Rectangle(0, 100, 0, 20), "", GUI.Style, GUIpanel);
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structureCount.TextGetter = GetStructureCount;
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//GUITextBlock physicsBodyCount = new GUITextBlock(new Rectangle(0, 120, 0, 20), "", GUI.Style, GUIpanel);
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//physicsBodyCount.TextGetter = GetPhysicsBodyCount;
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GUIButton button = new GUIButton(new Rectangle(0, 150, 0, 20), "Items", Alignment.Left, GUI.Style, GUIpanel);
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button.UserData = 0;
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button.OnClicked = SelectTab;
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button = new GUIButton(new Rectangle(0, 80, 100, 20), "Structures", Alignment.Left, GUI.Style, GUIpanel);
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button = new GUIButton(new Rectangle(0, 180, 0, 20), "Structures", Alignment.Left, GUI.Style, GUIpanel);
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button.UserData = 1;
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button.OnClicked = SelectTab;
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button = new GUIButton(new Rectangle(0, 140, 100, 20), "Character mode", Alignment.Left, GUI.Style, GUIpanel);
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button = new GUIButton(new Rectangle(0, 220, 0, 20), "Character mode", Alignment.Left, GUI.Style, GUIpanel);
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button.ToolTip = "Allows you to pick up and use items. Useful for things such as placing items inside closets, turning devices on/off and doing the wiring.";
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button.OnClicked = ToggleCharacterMode;
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GUItabs = new GUIComponent[2];
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@@ -130,10 +164,10 @@ namespace Subsurface
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private bool ToggleCharacterMode(GUIButton button, object obj)
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{
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selectedTab = 0;
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selectedTab = -1;
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characterMode = !characterMode;
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button.Color = (characterMode) ? Color.Gold : Color.White;
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//button.Color = (characterMode) ? Color.Gold : Color.White;
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if (characterMode)
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{
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@@ -170,16 +204,9 @@ namespace Subsurface
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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public override void Update(double deltaTime)
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{
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//Vector2 mousePosition = new Vector2(PlayerInput.GetMouseState.X, PlayerInput.GetMouseState.Y);
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//mousePosition = cam.ScreenToWorld(mousePosition);
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//if (!Character.characterList.Contains(dummyCharacter))
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//{
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// CreateDummyCharacter();
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//}
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if (GUIComponent.MouseOn==null) cam.MoveCamera((float)deltaTime);
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cam.Zoom = MathHelper.Clamp(cam.Zoom + PlayerInput.ScrollWheelSpeed/1000.0f,0.1f, 2.0f);
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if (GUIComponent.MouseOn == null) cam.MoveCamera((float)deltaTime);
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cam.Zoom = MathHelper.Clamp(cam.Zoom + PlayerInput.ScrollWheelSpeed / 1000.0f, 0.1f, 2.0f);
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if (characterMode)
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{
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