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
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@@ -57,6 +57,11 @@ namespace Barotrauma
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return "Physics bodies: " + GameMain.World.BodyList.Count;
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}
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public bool CharacterMode
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{
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get { return characterMode; }
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}
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public EditMapScreen()
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{
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@@ -97,27 +102,28 @@ namespace Barotrauma
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GUItabs = new GUIComponent[Enum.GetValues(typeof(MapEntityCategory)).Length];
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int width = 400, height = 400;
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int y = 160;
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int i = 0;
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foreach (MapEntityCategory category in Enum.GetValues(typeof(MapEntityCategory)))
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{
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var catButton = new GUIButton(new Rectangle(0, y, 0, 20), category.ToString(), Alignment.Left, GUI.Style, GUIpanel);
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catButton.UserData = (int)category;
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catButton.UserData = i;
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catButton.OnClicked = SelectTab;
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y+=25;
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GUItabs[(int)category] = new GUIFrame(new Rectangle(GameMain.GraphicsWidth / 2 - width / 2, GameMain.GraphicsHeight / 2 - height / 2, width, height), GUI.Style);
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GUItabs[(int)category].Padding = new Vector4(10.0f, 10.0f, 10.0f, 10.0f);
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GUItabs[i] = new GUIFrame(new Rectangle(GameMain.GraphicsWidth / 2 - width / 2, GameMain.GraphicsHeight / 2 - height / 2, width, height), GUI.Style);
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GUItabs[i].Padding = new Vector4(10.0f, 10.0f, 10.0f, 10.0f);
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GUIListBox itemList = new GUIListBox(new Rectangle(0, 0, 0, 0), Color.White * 0.7f, GUI.Style, GUItabs[(int)category]);
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GUIListBox itemList = new GUIListBox(new Rectangle(0, 0, 0, 0), Color.White * 0.7f, GUI.Style, GUItabs[i]);
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itemList.OnSelected = SelectPrefab;
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itemList.CheckSelected = MapEntityPrefab.GetSelected;
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foreach (MapEntityPrefab ep in MapEntityPrefab.list)
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{
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if (ep.Category != category) continue;
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if (!ep.Category.HasFlag(category)) continue;
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Color color = ((itemList.CountChildren % 2) == 0) ? Color.Transparent : Color.White * 0.1f;
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@@ -151,6 +157,7 @@ namespace Barotrauma
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itemList.children.Sort((i1, i2) => (i1.UserData as MapEntityPrefab).Name.CompareTo((i2.UserData as MapEntityPrefab).Name));
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i++;
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}
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y+=50;
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