Supercapacitors have much higher max output but smaller capacity, fixed not being able to drag wire nodes in editor, batteries working properly now
This commit is contained in:
@@ -8,9 +8,9 @@
|
||||
Tags="smallitem"
|
||||
pickdistance="150">
|
||||
|
||||
<Sprite texture="lamp.png" sourcerect="0,0,16,32" depth="0.8"/>
|
||||
<Sprite texture="lamp.png" sourcerect="0,0,16,32" depth="0.8"/>
|
||||
|
||||
<LightComponent color="1.0,1.0,1.0,1.0" range ="800.0" powerconsumption="50">
|
||||
<LightComponent color="1.0,1.0,1.0,1.0" range ="800.0" powerconsumption="5">
|
||||
<sprite texture="Content/Items/Electricity/lamp.png" sourcerect="33,0,31,39"/>
|
||||
</LightComponent>
|
||||
|
||||
|
||||
@@ -54,8 +54,8 @@
|
||||
<Explosion range="100.0" damage="15" stun="10" force="3.0" flames="false" shockwave="false" sparks="true"/>
|
||||
</StatusEffect>
|
||||
<requireditem name="Screwdriver" type="Equipped"/>
|
||||
<input name="power"/>
|
||||
<input name="recharge"/>
|
||||
<input name="power_out"/>
|
||||
<input name="power_in"/>
|
||||
</ConnectionPanel>
|
||||
|
||||
<ItemContainer capacity="3" hideitems="true">
|
||||
@@ -68,11 +68,11 @@
|
||||
category="Electrical"
|
||||
linkable="true"
|
||||
pickdistance="150"
|
||||
description="Can accept and deliver charge much faster than batteries.">
|
||||
description="Can take in and deliver power much faster than batteries.">
|
||||
|
||||
<Sprite texture ="supercapacitor.png" depth="0.8"/>
|
||||
|
||||
<PowerContainer capacity="2000.0" maxrechargespeed="2000.0" maxoutput="2000.0" canbeselected = "true">
|
||||
<PowerContainer capacity="20.0" maxrechargespeed="20.0" maxoutput="2000000.0" canbeselected = "true">
|
||||
<GuiFrame rect="0,0,0.3,0.3" alignment="Center" color="0.0,0.0,0.0,0.8"/>
|
||||
</PowerContainer>
|
||||
|
||||
@@ -81,7 +81,8 @@
|
||||
<Explosion range="100.0" damage="30" stun="20" force="5.0" shockwave="false" sparks="true"/>
|
||||
</StatusEffect>
|
||||
<requireditem name="Screwdriver" type="Equipped"/>
|
||||
<input name="power"/>
|
||||
<input name="power_out"/>
|
||||
<input name="power_in"/>
|
||||
</ConnectionPanel>
|
||||
</Item>
|
||||
</Items>
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
<Turret barrelsprite="railgunbarrel.png" canbeselected = "true" linkable="true" origin="0.5, 0.85" barrelpos="128, 128"
|
||||
rotationlimits="180,360"
|
||||
powerconsumption="500.0">
|
||||
powerconsumption="20000.0">
|
||||
<StatusEffect type="OnUse" target="This" sound="Content/Items/Weapons/railgun.ogg">
|
||||
<Explosion range="1000.0" structuredamage="0" force="0.01" camerashake="10.0"/>
|
||||
</StatusEffect>
|
||||
|
||||
@@ -300,7 +300,7 @@ namespace Barotrauma
|
||||
|
||||
if (rect.Contains(PlayerInput.MousePosition))
|
||||
{
|
||||
clicked = PlayerInput.LeftButtonDown();
|
||||
clicked = PlayerInput.LeftButtonHeld();
|
||||
|
||||
color = clicked ? new Color(100, 100, 100) : new Color(250, 250, 250);
|
||||
|
||||
|
||||
@@ -152,7 +152,7 @@ namespace Barotrauma
|
||||
if (rect.Contains(PlayerInput.MousePosition) && CanBeSelected && Enabled && (MouseOn == null || MouseOn == this || IsParentOf(MouseOn)))
|
||||
{
|
||||
state = ComponentState.Hover;
|
||||
if (PlayerInput.LeftButtonDown())
|
||||
if (PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
if (OnPressed != null)
|
||||
{
|
||||
|
||||
@@ -129,7 +129,7 @@ namespace Barotrauma
|
||||
base.Update(deltaTime);
|
||||
|
||||
if (draggingBar != this) return;
|
||||
if (!PlayerInput.LeftButtonDown()) draggingBar = null;
|
||||
if (!PlayerInput.LeftButtonHeld()) draggingBar = null;
|
||||
|
||||
MoveButton();
|
||||
}
|
||||
|
||||
@@ -70,7 +70,7 @@ namespace Barotrauma
|
||||
|
||||
box.State = ComponentState.Hover;
|
||||
|
||||
if (PlayerInput.LeftButtonDown())
|
||||
if (PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
box.State = ComponentState.Selected;
|
||||
}
|
||||
|
||||
@@ -63,6 +63,20 @@ namespace Barotrauma.Tutorials
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
|
||||
infoBox = CreateInfoFrame("The reactor requires fuel rods to generate power. You can grab one from the steel cabinet by walking next to it and pressing E.");
|
||||
|
||||
while (Character.Controlled.SelectedConstruction == null || Character.Controlled.SelectedConstruction.Name != "Steel Cabinet")
|
||||
{
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
|
||||
infoBox = CreateInfoFrame("Pick up one of the fuel rods either by double-clicking or dragging and dropping it into your inventory.");
|
||||
|
||||
while (!HasItem("Fuel Rod"))
|
||||
{
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
|
||||
infoBox = CreateInfoFrame("Select the reactor by walking next to it and pressing E.");
|
||||
|
||||
while (Character.Controlled.SelectedConstruction != reactor.Item)
|
||||
@@ -71,7 +85,14 @@ namespace Barotrauma.Tutorials
|
||||
}
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
|
||||
infoBox = CreateInfoFrame("This is the control panel of the reactor. Try turning it on by increasing the fission rate.");
|
||||
infoBox = CreateInfoFrame("Load the fuel rod into the reactor by dropping it into any of the 5 slots.");
|
||||
|
||||
while (reactor.AvailableFuel <= 0.0f)
|
||||
{
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
|
||||
infoBox = CreateInfoFrame("The reactor is now fueled up. Try turning it on by increasing the fission rate.");
|
||||
|
||||
while (reactor.FissionRate <= 0.0f)
|
||||
{
|
||||
|
||||
@@ -326,7 +326,7 @@ namespace Barotrauma
|
||||
|
||||
if (draggingItem != null && !draggingItemSlot.Contains(PlayerInput.MousePosition))
|
||||
{
|
||||
if (PlayerInput.LeftButtonDown())
|
||||
if (PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
slotRect.X = (int)PlayerInput.MousePosition.X - slotRect.Width / 2;
|
||||
slotRect.Y = (int)PlayerInput.MousePosition.Y - slotRect.Height / 2;
|
||||
|
||||
@@ -442,9 +442,9 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
//GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.Black, true);
|
||||
|
||||
spriteBatch.DrawString(GUI.Font, "Temperature: " + (int)temperature + " C",
|
||||
spriteBatch.DrawString(GUI.Font, "Output: " + (int)temperature + " kW",
|
||||
new Vector2(x + 450, y + 30), Color.Red);
|
||||
spriteBatch.DrawString(GUI.Font, "Grid load: " + (int)load + " C",
|
||||
spriteBatch.DrawString(GUI.Font, "Grid load: " + (int)load + " kW",
|
||||
new Vector2(x + 620, y + 30), Color.Yellow);
|
||||
|
||||
DrawGraph(tempGraph, spriteBatch,
|
||||
|
||||
@@ -183,7 +183,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)targetVelPos.X -10, (int)targetVelPos.Y - 10, 20, 20), Color.Red);
|
||||
|
||||
if (PlayerInput.LeftButtonDown())
|
||||
if (PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
TargetVelocity = PlayerInput.MousePosition - new Vector2(velRect.Center.X, velRect.Center.Y);
|
||||
targetVelocity.Y = -targetVelocity.Y;
|
||||
|
||||
@@ -42,7 +42,7 @@ namespace Barotrauma.Items.Components
|
||||
get { return charge; }
|
||||
set
|
||||
{
|
||||
if (float.IsNaN(value)) return;
|
||||
if (!MathUtils.IsValid(value)) return;
|
||||
charge = MathHelper.Clamp(value, 0.0f, capacity);
|
||||
}
|
||||
}
|
||||
@@ -60,7 +60,7 @@ namespace Barotrauma.Items.Components
|
||||
get { return rechargeSpeed; }
|
||||
set
|
||||
{
|
||||
if (float.IsNaN(value)) return;
|
||||
if (!MathUtils.IsValid(value)) return;
|
||||
rechargeSpeed = MathHelper.Clamp(value, 0.0f, maxRechargeSpeed);
|
||||
rechargeSpeed = MathUtils.Round(rechargeSpeed, Math.Max(maxRechargeSpeed * 0.1f, 1.0f));
|
||||
}
|
||||
@@ -120,7 +120,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
foreach (Connection c in item.Connections)
|
||||
{
|
||||
if (c.Name.Contains("recharge")) continue;
|
||||
if (c.Name == "power_in") continue;
|
||||
foreach (Connection c2 in c.Recipients)
|
||||
{
|
||||
PowerTransfer pt = c2.Item.GetComponent<PowerTransfer>();
|
||||
@@ -194,7 +194,7 @@ namespace Barotrauma.Items.Components
|
||||
// 0.1f);
|
||||
|
||||
//powerConsumption = Math.Min(powerConsumption, 0.0f);
|
||||
charge -= CurrPowerOutput / 3600.0f;
|
||||
Charge -= CurrPowerOutput / 3600.0f;
|
||||
}
|
||||
|
||||
rechargeVoltage = 0.0f;
|
||||
@@ -212,7 +212,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (!connection.IsPower) return;
|
||||
|
||||
if (connection.Name.Contains("recharge"))
|
||||
if (connection.Name == "power_in")
|
||||
{
|
||||
rechargeVoltage = power;
|
||||
}
|
||||
@@ -247,11 +247,10 @@ namespace Barotrauma.Items.Components
|
||||
//GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.Black, true);
|
||||
|
||||
spriteBatch.DrawString(GUI.Font,
|
||||
"Charge: " + (int)charge + "/" + (int)capacity + " (" + (int)((charge / capacity) * 100.0f) + " %)",
|
||||
"Charge: " + (int)charge + "/" + (int)capacity + "kWm (" + (int)((charge / capacity) * 100.0f) + " %)",
|
||||
new Vector2(x + 30, y + 30), Color.White);
|
||||
|
||||
spriteBatch.DrawString(GUI.Font, "Recharge rate: " + (int)((rechargeSpeed / maxRechargeSpeed)*100.0f)+" %", new Vector2(x + 30, y + 95), Color.White);
|
||||
|
||||
spriteBatch.DrawString(GUI.Font, "Recharge rate: " + (int)((rechargeSpeed / maxRechargeSpeed) * 100.0f) + " %", new Vector2(x + 30, y + 95), Color.White);
|
||||
}
|
||||
|
||||
public override bool FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetBuffer message)
|
||||
|
||||
@@ -132,7 +132,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
else if (powerContainer != null)
|
||||
{
|
||||
if (recipient.Name.Contains("recharge"))
|
||||
if (recipient.Name == "power_in")
|
||||
{
|
||||
fullLoad += powerContainer.CurrPowerConsumption;
|
||||
}
|
||||
@@ -167,8 +167,8 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
GuiFrame.Draw(spriteBatch);
|
||||
|
||||
spriteBatch.DrawString(GUI.Font, "Power: " + (int)(-currPowerConsumption), new Vector2(x + 30, y + 30), Color.White);
|
||||
spriteBatch.DrawString(GUI.Font, "Load: " + (int)powerLoad, new Vector2(x + 30, y + 100), Color.White);
|
||||
spriteBatch.DrawString(GUI.Font, "Power: " + (int)(-currPowerConsumption) + " kW", new Vector2(x + 30, y + 30), Color.White);
|
||||
spriteBatch.DrawString(GUI.Font, "Load: " + (int)powerLoad + " kW", new Vector2(x + 30, y + 100), Color.White);
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power)
|
||||
|
||||
@@ -249,8 +249,8 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
else
|
||||
{
|
||||
c.Draw(spriteBatch, panel.Item, leftPos,
|
||||
new Vector2(leftPos.X - 100, leftPos.Y),
|
||||
c.Draw(spriteBatch, panel.Item, leftPos,
|
||||
new Vector2(leftPos.X - GUI.SmallFont.MeasureString(c.Name).X - 20, leftPos.Y),
|
||||
new Vector2(leftWireX, y + height),
|
||||
mouseInRect, equippedWire != null);
|
||||
|
||||
@@ -291,7 +291,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
if (draggingConnected != null)
|
||||
{
|
||||
if (!PlayerInput.LeftButtonDown())
|
||||
if (!PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
panel.Item.NewComponentEvent(panel, true, true);
|
||||
//draggingConnected.Drop(Character);
|
||||
@@ -306,7 +306,7 @@ namespace Barotrauma.Items.Components
|
||||
private void Draw(SpriteBatch spriteBatch, Item item, Vector2 position, Vector2 labelPos, Vector2 wirePosition, bool mouseIn, bool wireEquipped)
|
||||
{
|
||||
|
||||
spriteBatch.DrawString(GUI.Font, Name, new Vector2(labelPos.X, labelPos.Y-10), Color.White);
|
||||
spriteBatch.DrawString(GUI.SmallFont, Name, new Vector2(labelPos.X, labelPos.Y-10), Color.White);
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)position.X-10, (int)position.Y-10, 20, 20), Color.White);
|
||||
spriteBatch.Draw(panelTexture, position - new Vector2(16.0f, 16.0f), new Rectangle(64, 256, 32, 32), Color.White);
|
||||
@@ -323,7 +323,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
//dragging a wire and released the mouse -> see if the wire can be connected to this connection
|
||||
if (draggingConnected != null
|
||||
&& !PlayerInput.LeftButtonDown())
|
||||
&& !PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
//close enough to the connector -> make a new connection
|
||||
if (Vector2.Distance(position, PlayerInput.MousePosition) < 10.0f)
|
||||
@@ -404,7 +404,7 @@ namespace Barotrauma.Items.Components
|
||||
float dir = (end.X > start.X) ? -1.0f : 1.0f;
|
||||
|
||||
wireCorner.Draw(spriteBatch,
|
||||
new Vector2(start.X, end.Y+24), wireItem.Color * alpha, 0.0f, 1.0f,
|
||||
new Vector2(start.X, end.Y+25), wireItem.Color * alpha, 0.0f, 1.0f,
|
||||
(end.X > start.X) ? SpriteEffects.None : SpriteEffects.FlipHorizontally);
|
||||
|
||||
float wireStartX = start.X - wireCorner.size.X / 2 * dir;
|
||||
@@ -426,7 +426,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
item.IsHighlighted = true;
|
||||
//start dragging the wire
|
||||
if (PlayerInput.LeftButtonDown()) draggingConnected = wireItem;
|
||||
if (PlayerInput.LeftButtonHeld()) draggingConnected = wireItem;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -351,7 +351,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
if (selectedNodeIndex == null && draggingWire == null)// && !MapEntity.SelectedAny)
|
||||
{
|
||||
if (PlayerInput.LeftButtonClicked())
|
||||
if (PlayerInput.LeftButtonDown())
|
||||
{
|
||||
MapEntity.DisableSelect = true;
|
||||
MapEntity.SelectEntity(item);
|
||||
@@ -367,7 +367,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
if (PlayerInput.LeftButtonDown())
|
||||
if (PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
if (selectedNodeIndex != null && draggingWire == this)
|
||||
{
|
||||
|
||||
@@ -159,10 +159,10 @@ namespace Barotrauma.Items.Components
|
||||
float availablePower = 0.0f;
|
||||
foreach (PowerContainer battery in batteries)
|
||||
{
|
||||
float batteryPower = Math.Min(battery.Charge, battery.MaxOutPut);
|
||||
float takePower = Math.Min(currPowerConsumption - availablePower, batteryPower);
|
||||
float batteryPower = Math.Min(battery.Charge*3600.0f, battery.MaxOutPut);
|
||||
float takePower = Math.Min(powerConsumption - availablePower, batteryPower);
|
||||
|
||||
battery.Charge -= takePower;
|
||||
battery.Charge -= takePower/3600.0f;
|
||||
}
|
||||
|
||||
reload = reloadTime;
|
||||
@@ -284,7 +284,7 @@ namespace Barotrauma.Items.Components
|
||||
float availablePower = 0.0f;
|
||||
foreach (PowerContainer battery in batteries)
|
||||
{
|
||||
float batteryPower = Math.Min(battery.Charge, battery.MaxOutPut);
|
||||
float batteryPower = Math.Min(battery.Charge*3600.0f, battery.MaxOutPut);
|
||||
|
||||
availablePower += batteryPower;
|
||||
}
|
||||
|
||||
@@ -205,7 +205,7 @@ namespace Barotrauma
|
||||
|
||||
if (draggingItem != null && !draggingItemSlot.Contains(PlayerInput.MousePosition) && draggingItem.Container == this.Owner)
|
||||
{
|
||||
if (PlayerInput.LeftButtonDown())
|
||||
if (PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
slotRect.X = (int)PlayerInput.MousePosition.X - slotRect.Width / 2;
|
||||
slotRect.Y = (int)PlayerInput.MousePosition.Y - slotRect.Height / 2;
|
||||
@@ -261,7 +261,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (draggingItem == null)
|
||||
{
|
||||
if (PlayerInput.LeftButtonDown())
|
||||
if (PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
draggingItem = item;
|
||||
}
|
||||
|
||||
@@ -114,7 +114,7 @@ namespace Barotrauma
|
||||
|
||||
if (placePosition == Vector2.Zero)
|
||||
{
|
||||
if (PlayerInput.LeftButtonDown()) placePosition = position;
|
||||
if (PlayerInput.LeftButtonHeld()) placePosition = position;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -101,7 +101,11 @@ namespace Barotrauma
|
||||
public float Oxygen
|
||||
{
|
||||
get { return oxygen; }
|
||||
set { oxygen = MathHelper.Clamp(value, 0.0f, FullVolume); }
|
||||
set
|
||||
{
|
||||
if (!MathUtils.IsValid(value)) return;
|
||||
oxygen = MathHelper.Clamp(value, 0.0f, FullVolume);
|
||||
}
|
||||
}
|
||||
|
||||
public float OxygenPercentage
|
||||
@@ -283,12 +287,12 @@ namespace Barotrauma
|
||||
Vector2 position = cam.ScreenToWorld(PlayerInput.MousePosition);
|
||||
if (Submarine.RectContains(WorldRect, position))
|
||||
{
|
||||
if (PlayerInput.LeftButtonDown())
|
||||
if (PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
//waveY[GetWaveIndex(position.X - rect.X - Submarine.Position.X) / WaveWidth] = 100.0f;
|
||||
Volume = Volume + 1500.0f;
|
||||
}
|
||||
else if (PlayerInput.RightButtonDown())
|
||||
else if (PlayerInput.RightButtonHeld())
|
||||
{
|
||||
Volume = Volume - 1500.0f;
|
||||
}
|
||||
|
||||
@@ -353,7 +353,7 @@ namespace Barotrauma
|
||||
else
|
||||
{
|
||||
|
||||
if (PlayerInput.LeftButtonDown() &&
|
||||
if (PlayerInput.LeftButtonHeld() &&
|
||||
PlayerInput.KeyUp(Keys.Space))
|
||||
{
|
||||
//if clicking a selected entity, start moving it
|
||||
|
||||
@@ -134,7 +134,7 @@ namespace Barotrauma
|
||||
|
||||
GUI.DrawLine(spriteBatch, new Vector2(position.X, -(position.Y - GameMain.GraphicsHeight)), new Vector2(position.X, -(position.Y + GameMain.GraphicsHeight)), Color.White);
|
||||
|
||||
if (PlayerInput.LeftButtonDown()) placePosition = position;
|
||||
if (PlayerInput.LeftButtonHeld()) placePosition = position;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -164,7 +164,7 @@ namespace Barotrauma
|
||||
GUI.DrawRectangle(spriteBatch, newRect, Color.DarkBlue);
|
||||
}
|
||||
|
||||
if (PlayerInput.RightButtonDown())
|
||||
if (PlayerInput.RightButtonHeld())
|
||||
{
|
||||
placePosition = Vector2.Zero;
|
||||
selected = null;
|
||||
|
||||
@@ -124,7 +124,7 @@ namespace Barotrauma
|
||||
|
||||
if (placePosition == Vector2.Zero)
|
||||
{
|
||||
if (PlayerInput.LeftButtonDown())
|
||||
if (PlayerInput.LeftButtonHeld())
|
||||
placePosition = Submarine.MouseToWorldGrid(cam);
|
||||
|
||||
newRect.X = (int)position.X;
|
||||
@@ -161,7 +161,7 @@ namespace Barotrauma
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle(newRect.X - GameMain.GraphicsWidth, -newRect.Y, newRect.Width + GameMain.GraphicsWidth*2, newRect.Height), Color.White);
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle(newRect.X, -newRect.Y - GameMain.GraphicsHeight, newRect.Width, newRect.Height + GameMain.GraphicsHeight*2), Color.White);
|
||||
|
||||
if (PlayerInput.RightButtonDown()) selected = null;
|
||||
if (PlayerInput.RightButtonHeld()) selected = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -46,11 +46,11 @@ namespace Barotrauma
|
||||
}
|
||||
else if (mouseButton == 0)
|
||||
{
|
||||
return PlayerInput.LeftButtonDown();
|
||||
return PlayerInput.LeftButtonHeld();
|
||||
}
|
||||
else if (mouseButton == 1)
|
||||
{
|
||||
return PlayerInput.RightButtonDown();
|
||||
return PlayerInput.RightButtonHeld();
|
||||
}
|
||||
|
||||
return false;
|
||||
@@ -252,15 +252,23 @@ namespace Barotrauma
|
||||
|
||||
}
|
||||
|
||||
public static bool LeftButtonDown()
|
||||
public static bool LeftButtonHeld()
|
||||
{
|
||||
return GameMain.WindowActive && mouseState.LeftButton == ButtonState.Pressed;
|
||||
}
|
||||
|
||||
public static bool LeftButtonDown()
|
||||
{
|
||||
return GameMain.WindowActive &&
|
||||
oldMouseState.LeftButton == ButtonState.Released &&
|
||||
mouseState.LeftButton == ButtonState.Pressed;
|
||||
}
|
||||
|
||||
public static bool LeftButtonReleased()
|
||||
{
|
||||
return GameMain.WindowActive && mouseState.LeftButton == ButtonState.Released;
|
||||
}
|
||||
|
||||
|
||||
public static bool LeftButtonClicked()
|
||||
{
|
||||
@@ -269,7 +277,7 @@ namespace Barotrauma
|
||||
&& mouseState.LeftButton == ButtonState.Released);
|
||||
}
|
||||
|
||||
public static bool RightButtonDown()
|
||||
public static bool RightButtonHeld()
|
||||
{
|
||||
return GameMain.WindowActive && mouseState.RightButton == ButtonState.Pressed;
|
||||
}
|
||||
|
||||
@@ -194,7 +194,7 @@ namespace Barotrauma
|
||||
GUI.DrawLine(spriteBatch, limbBodyPos + Vector2.UnitY * 5.0f, limbBodyPos - Vector2.UnitY * 5.0f, Color.White);
|
||||
GUI.DrawLine(spriteBatch, limbBodyPos + Vector2.UnitX * 5.0f, limbBodyPos - Vector2.UnitX * 5.0f, Color.White);
|
||||
|
||||
if (Vector2.Distance(PlayerInput.MousePosition, limbBodyPos)<5.0f && PlayerInput.LeftButtonDown())
|
||||
if (Vector2.Distance(PlayerInput.MousePosition, limbBodyPos)<5.0f && PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
limb.sprite.Origin += PlayerInput.MouseSpeed;
|
||||
}
|
||||
@@ -284,7 +284,7 @@ namespace Barotrauma
|
||||
if (Vector2.Distance(PlayerInput.MousePosition, jointPos) < 6.0f)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, jointPos - new Vector2(3.0f, 3.0f), new Vector2(11.0f, 11.0f), Color.Red, false);
|
||||
if (PlayerInput.LeftButtonDown())
|
||||
if (PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
Vector2 speed = ConvertUnits.ToSimUnits(PlayerInput.MouseSpeed);
|
||||
speed.Y = -speed.Y;
|
||||
|
||||
@@ -649,7 +649,7 @@ namespace Barotrauma
|
||||
|
||||
GUI.Draw((float)deltaTime, spriteBatch, cam);
|
||||
|
||||
if (!PlayerInput.LeftButtonDown()) Inventory.draggingItem = null;
|
||||
if (!PlayerInput.LeftButtonHeld()) Inventory.draggingItem = null;
|
||||
|
||||
spriteBatch.End();
|
||||
}
|
||||
|
||||
@@ -202,7 +202,7 @@ namespace Barotrauma
|
||||
|
||||
GUI.Draw((float)deltaTime, spriteBatch, cam);
|
||||
|
||||
if (!PlayerInput.LeftButtonDown()) Inventory.draggingItem = null;
|
||||
if (!PlayerInput.LeftButtonHeld()) Inventory.draggingItem = null;
|
||||
|
||||
spriteBatch.End();
|
||||
}
|
||||
|
||||
Binary file not shown.
Reference in New Issue
Block a user