Spawnpoints for different jobs, spawning crew members with job-specific items, fixed issues with non-matching entity IDs between client and server, Unity-like coroutine system (connecting to server doesn't freeze the game anymore), map drawing improvements
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@@ -198,22 +198,21 @@ namespace Subsurface
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hireList.ClearChildren();
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foreach (CharacterInfo c in gameMode.hireManager.availableCharacters)
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{
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GUIFrame frame = new GUIFrame(
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new Rectangle(0, 0, 0, 25), Color.White, Alignment.Left, null, hireList);
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frame.UserData = c;
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frame.Padding = new Vector4(10.0f, 0.0f, 10.0f, 0.0f);
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//GUIFrame frame = new GUIFrame(
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// new Rectangle(0, 0, 0, 25), Color.Transparent, null, hireList);
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//frame.UserData = c;
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//frame.Padding = new Vector4(10.0f, 0.0f, 10.0f, 0.0f);
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GUITextBlock textBlock = new GUITextBlock(
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new Rectangle(0, 0, 0, 25),
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c.Name + " (" + c.Job.Name + ")",
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Color.Transparent, Color.Black,
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Alignment.Left, null, frame);
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c.Name + " (" + c.Job.Name + ")", GUI.style, hireList);
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textBlock.UserData = c;
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textBlock = new GUITextBlock(
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new Rectangle(0, 0, 0, 25),
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c.Salary.ToString(),
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Color.Transparent, Color.Black,
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Alignment.Right, null, frame);
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null, null,
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Alignment.TopRight, GUI.style, textBlock);
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}
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}
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@@ -257,7 +256,7 @@ namespace Subsurface
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spriteBatch.End();
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if (characterList.SelectedData != null)
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if (characterList.SelectedData != null && selectedRightPanel == (int)PanelTab.Crew)
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{
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if (previewCharacter != null)
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{
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