Merge branch 'master' into dedicated-server
# Conflicts: # BarotraumaClient/Source/GameSettings.cs # BarotraumaClient/Source/Screens/NetLobbyScreen.cs
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@@ -18,7 +18,17 @@ namespace Barotrauma
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{
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private GUIFrame settingsFrame;
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private GUIButton applyButton;
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private float soundVolume, musicVolume;
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private WindowMode windowMode;
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public List<string> jobNamePreferences;
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private KeyOrMouse[] keyMapping;
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private bool unsavedSettings;
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public GUIFrame SettingsFrame
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{
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get
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@@ -28,12 +38,6 @@ namespace Barotrauma
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}
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}
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private float soundVolume, musicVolume;
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private WindowMode windowMode;
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private KeyOrMouse[] keyMapping;
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public KeyOrMouse KeyBind(InputType inputType)
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{
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return keyMapping[(int)inputType];
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@@ -53,9 +57,20 @@ namespace Barotrauma
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get { return windowMode; }
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set { windowMode = value; }
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}
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public List<string> JobNamePreferences
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{
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get { return jobNamePreferences; }
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set
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{
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// Begin saving coroutine. Remove any existing save coroutines if one is running.
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if (CoroutineManager.IsCoroutineRunning("saveCoroutine")) { CoroutineManager.StopCoroutines("saveCoroutine"); }
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CoroutineManager.StartCoroutine(ApplyUnsavedChanges(), "saveCoroutine");
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private bool unsavedSettings;
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jobNamePreferences = value;
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}
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}
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public bool UnsavedSettings
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{
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get
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@@ -65,6 +80,7 @@ namespace Barotrauma
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private set
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{
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unsavedSettings = value;
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if (applyButton != null)
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{
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//applyButton.Selected = unsavedSettings;
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@@ -100,7 +116,16 @@ namespace Barotrauma
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{
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GraphicsWidth = 1024;
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GraphicsHeight = 678;
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MasterServerUrl = "";
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SelectedContentPackage = ContentPackage.list.Any() ? ContentPackage.list[0] : new ContentPackage("");
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JobNamePreferences = new List<string>();
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foreach (JobPrefab job in JobPrefab.List)
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{
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JobNamePreferences.Add(job.Name);
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}
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return;
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}
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@@ -170,6 +195,13 @@ namespace Barotrauma
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}
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}
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break;
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case "gameplay":
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JobNamePreferences = new List<string>();
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foreach (XElement ele in subElement.Element("jobpreferences").Elements("job"))
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{
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JobNamePreferences.Add(ToolBox.GetAttributeString(ele, "name", ""));
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}
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break;
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}
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}
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@@ -253,6 +285,17 @@ namespace Barotrauma
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}
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var gameplay = new XElement("gameplay");
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var jobPreferences = new XElement("jobpreferences");
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foreach (string jobName in JobNamePreferences)
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{
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jobPreferences.Add(new XElement("job", new XAttribute("name", jobName)));
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}
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gameplay.Add(jobPreferences);
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doc.Root.Add(gameplay);
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doc.Save(filePath);
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}
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@@ -462,6 +505,13 @@ namespace Barotrauma
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yield return CoroutineStatus.Success;
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}
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private IEnumerable<object> ApplyUnsavedChanges()
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{
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yield return new WaitForSeconds(10.0f);
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Save("config.xml");
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}
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private bool ApplyClicked(GUIButton button, object userData)
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{
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Save("config.xml");
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