(b778c4641) Docking button works now in the docking interface, change button text depending on whether we're docking/undocking, some placeholder UI graphics for the nav terminal

This commit is contained in:
Joonas Rikkonen
2019-05-03 13:42:19 +03:00
parent 2f60af4365
commit 1d7faa8d1d
9 changed files with 215 additions and 370 deletions
@@ -791,6 +791,7 @@ namespace Barotrauma
{
UpdateLimbAttack(deltaTime, AttackingLimb, attackSimPos, distance);
}
return false;
}
private bool SteerThroughGap(Structure wall, WallSection section, Vector2 targetWorldPos, float deltaTime)
@@ -1063,6 +1064,8 @@ namespace Barotrauma
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
//goes through all the AItargets, evaluates how preferable it is to attack the target,
//whether the Character can see/hear the target and chooses the most preferable target within
//sight/hearing range
@@ -2583,6 +2583,10 @@ namespace Barotrauma
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
@@ -154,10 +154,23 @@ namespace Barotrauma.Items.Components
: base(item, element)
{
IsActive = true;
InitProjSpecific();
InitProjSpecific(element);
}
partial void InitProjSpecific();
partial void InitProjSpecific(XElement element);
public override void OnItemLoaded()
{
sonar = item.GetComponent<Sonar>();
}
public override bool Select(Character character)
{
if (!CanBeSelected) return false;
user = character;
return true;
}
public override void OnItemLoaded()
{