Unstable v0.19.5.0
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@@ -1722,7 +1722,11 @@ namespace Barotrauma
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var subInfoTextLayout = new GUILayoutGroup(new RectTransform(Vector2.One, paddedFrame.RectTransform));
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LocalizedString className = !sub.Info.HasTag(SubmarineTag.Shuttle) ? $"{TextManager.Get($"submarineclass.{sub.Info.SubmarineClass}")} ({TextManager.Get($"submarinetier.{sub.Info.Tier}")})" : TextManager.Get("shuttle");
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LocalizedString className = !sub.Info.HasTag(SubmarineTag.Shuttle) ?
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TextManager.GetWithVariables("submarine.classandtier",
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("[class]", TextManager.Get($"submarineclass.{sub.Info.SubmarineClass}")),
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("[tier]", TextManager.Get($"submarinetier.{sub.Info.Tier}"))) :
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TextManager.Get("shuttle");
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int nameHeight = (int)GUIStyle.LargeFont.MeasureString(sub.Info.DisplayName, true).Y;
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int classHeight = (int)GUIStyle.SubHeadingFont.MeasureString(className).Y;
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@@ -2140,18 +2144,17 @@ namespace Barotrauma
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skillNames.Add(skillName);
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skillName.RectTransform.MinSize = new Point(0, skillName.Rect.Height);
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skillContainer.RectTransform.MinSize = new Point(0, skillName.Rect.Height);
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new GUITextBlock(new RectTransform(new Vector2(0.15f, 1.0f), skillContainer.RectTransform), Math.Floor(skill.Level).ToString("F0"), textAlignment: Alignment.TopRight);
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float modifiedSkillLevel = character?.GetSkillLevel(skill.Identifier) ?? skill.Level;
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if (!MathUtils.NearlyEqual(MathF.Floor(modifiedSkillLevel), MathF.Floor(skill.Level)))
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{
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int skillChange = (int)MathF.Floor(modifiedSkillLevel - skill.Level);
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//TODO: if/when we upgrade to C# 9, do neater pattern matching here
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string stringColor = true switch
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string stringColor = skillChange switch
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{
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true when skillChange > 0 => XMLExtensions.ToStringHex(GUIStyle.Green),
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true when skillChange < 0 => XMLExtensions.ToStringHex(GUIStyle.Red),
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> 0 => XMLExtensions.ToStringHex(GUIStyle.Green),
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< 0 => XMLExtensions.ToStringHex(GUIStyle.Red),
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_ => XMLExtensions.ToStringHex(GUIStyle.TextColorNormal)
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};
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