Endworm attacks working, itemlabel text saving bugfix, deconstructors & fabricators need power, engine sprite, disable wire node dragging in character mode, only hit with one meleeweapon at a time, fixrequirement text overflow fix, mapentities can hace multiple categories, Gap.FindHull fix, Waypoint ladder & gap saving, stuff

This commit is contained in:
Regalis
2016-01-18 20:09:38 +02:00
parent 5f1cb194ab
commit 1a5b3fa66a
39 changed files with 206 additions and 152 deletions

View File

@@ -254,7 +254,7 @@ namespace Barotrauma.Tutorials
infoBox = CreateInfoFrame("Steer the submarine downwards, heading further into the cavern.");
while (Submarine.Loaded.Position.Y > 31000.0f)
while (Submarine.Loaded.Position.Y > 10000.0f)
{
yield return CoroutineStatus.Running;
}

View File

@@ -10,27 +10,25 @@ namespace Barotrauma
{
class ShiftSummary
{
class Casualty
{
public readonly CharacterInfo character;
public readonly CauseOfDeath causeOfDeath;
//class Casualty
//{
// public readonly CharacterInfo character;
// public readonly CauseOfDeath causeOfDeath;
public readonly string description;
// public readonly string description;
public Casualty(CharacterInfo characterInfo, CauseOfDeath causeOfDeath, string description)
{
this.character = characterInfo;
this.causeOfDeath = causeOfDeath;
this.description = description;
}
}
// public Casualty(CharacterInfo characterInfo, CauseOfDeath causeOfDeath, string description)
// {
// this.character = characterInfo;
// this.causeOfDeath = causeOfDeath;
// this.description = description;
// }
//}
private Location startLocation, endLocation;
private GameSession gameSession;
private List<Casualty> casualties;
private Mission selectedMission;
public ShiftSummary(GameSession gameSession)
@@ -39,22 +37,15 @@ namespace Barotrauma
startLocation = gameSession.Map==null ? null : gameSession.Map.CurrentLocation;
endLocation = gameSession.Map==null ? null : gameSession.Map.SelectedLocation;
casualties = new List<Casualty>();
foreach (Character character in gameSession.CrewManager.characters)
{
character.OnDeath = AddCasualty;
}
selectedMission = gameSession.Mission;
}
public void AddCasualty(Character character, CauseOfDeath causeOfDeath)
{
casualties.Add(new Casualty(character.Info, causeOfDeath, ""));
}
//public void AddCasualty(Character character, CauseOfDeath causeOfDeath)
//{
// casualties.Add(new Casualty(character.Info, causeOfDeath, ""));
//}
public GUIFrame CreateSummaryFrame(string endMessage)
{
@@ -106,12 +97,10 @@ namespace Barotrauma
string statusText;
Color statusColor;
var casualty = casualties.Find(c => c.character == character.Info);
if (casualty != null)
if (character.IsDead)
{
statusText = InfoTextManager.GetInfoText("CauseOfDeath." + casualty.causeOfDeath.ToString());
statusText = InfoTextManager.GetInfoText("CauseOfDeath." + character.CauseOfDeath.ToString());
statusColor = Color.DarkRed;
}
else