diff --git a/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs b/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs index 4333dc5c4..91bb79c26 100644 --- a/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs +++ b/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs @@ -66,6 +66,33 @@ namespace Barotrauma CanBeFocused = false }; + Point scrollButtonSize = new Point((int)(200 * GUI.Scale), (int)(30 * GUI.Scale)); + + crewArea = new GUIFrame(HUDLayoutSettings.ToRectTransform(HUDLayoutSettings.CrewArea, guiFrame.RectTransform), "", Color.Transparent) + { + CanBeFocused = false + }; + toggleCrewButton = new GUIButton(new RectTransform(new Point((int)(30 * GUI.Scale), HUDLayoutSettings.CrewArea.Height), guiFrame.RectTransform) + { AbsoluteOffset = HUDLayoutSettings.CrewArea.Location }, + "", style: "UIToggleButton"); + toggleCrewButton.OnClicked += (GUIButton btn, object userdata) => + { + toggleCrewAreaOpen = !toggleCrewAreaOpen; + foreach (GUIComponent child in btn.Children) + { + child.SpriteEffects = toggleCrewAreaOpen ? SpriteEffects.None : SpriteEffects.FlipHorizontally; + } + return true; + }; + + characterListBox = new GUIListBox(new RectTransform(new Point(100, (int)(crewArea.Rect.Height - scrollButtonSize.Y * 1.6f)), crewArea.RectTransform, Anchor.CenterLeft), false, Color.Transparent, null) + { + //Spacing = (int)(3 * GUI.Scale), + ScrollBarEnabled = false, + ScrollBarVisible = false, + CanBeFocused = false + }; + var characterInfo = new CharacterInfo(subElement); characterInfos.Add(characterInfo); foreach (XElement invElement in subElement.Elements()) @@ -81,6 +108,16 @@ namespace Barotrauma prevUIScale = GUI.Scale; } + + #endregion + + #region Character list management + + public Rectangle GetCharacterListArea() + { + return characterListBox.Rect; + } + partial void InitProjectSpecific() { guiFrame = new GUIFrame(new RectTransform(Vector2.One, GUICanvas.Instance), null, Color.Transparent) diff --git a/Barotrauma/BarotraumaClient/Source/Items/Components/ItemComponent.cs b/Barotrauma/BarotraumaClient/Source/Items/Components/ItemComponent.cs index 5cd9780b0..cc9829018 100644 --- a/Barotrauma/BarotraumaClient/Source/Items/Components/ItemComponent.cs +++ b/Barotrauma/BarotraumaClient/Source/Items/Components/ItemComponent.cs @@ -175,142 +175,6 @@ namespace Barotrauma.Items.Components } } } - - public void ApplyTo(RectTransform target) - { - if (RelativeOffset.HasValue) - { - target.RelativeOffset = RelativeOffset.Value; - } - else if (AbsoluteOffset.HasValue) - { - target.AbsoluteOffset = AbsoluteOffset.Value; - } - if (RelativeSize.HasValue) - { - target.RelativeSize = RelativeSize.Value; - } - else if (AbsoluteSize.HasValue) - { - target.NonScaledSize = AbsoluteSize.Value; - } - if (Anchor.HasValue) - { - target.Anchor = Anchor.Value; - } - if (Pivot.HasValue) - { - target.Pivot = Pivot.Value; - } - else - { - target.Pivot = RectTransform.MatchPivotToAnchor(target.Anchor); - } - target.RecalculateChildren(true, true); - } - } - - public GUIFrame GuiFrame { get; protected set; } - - [Serialize(false, false)] - public bool AllowUIOverlap - { - get; - set; - } - - private ItemComponent linkToUIComponent; - [Serialize("", false)] - public string LinkUIToComponent - { - get; - set; - } - - [Serialize(0, false)] - public int HudPriority - { - get; - private set; - } - - private bool useAlternativeLayout; - public bool UseAlternativeLayout - { - get { return useAlternativeLayout; } - set - { - if (AlternativeLayout != null) - { - if (value == useAlternativeLayout) { return; } - useAlternativeLayout = value; - if (useAlternativeLayout) - { - AlternativeLayout?.ApplyTo(GuiFrame.RectTransform); - } - else - { - DefaultLayout?.ApplyTo(GuiFrame.RectTransform); - } - } - } - - public void ApplyTo(RectTransform target) - { - if (RelativeOffset.HasValue) - { - target.RelativeOffset = RelativeOffset.Value; - } - else if (AbsoluteOffset.HasValue) - { - target.AbsoluteOffset = AbsoluteOffset.Value; - } - if (RelativeSize.HasValue) - { - target.RelativeSize = RelativeSize.Value; - } - else if (AbsoluteSize.HasValue) - { - target.NonScaledSize = AbsoluteSize.Value; - } - if (Anchor.HasValue) - { - target.Anchor = Anchor.Value; - } - if (Pivot.HasValue) - { - target.Pivot = Pivot.Value; - } - else - { - target.Pivot = RectTransform.MatchPivotToAnchor(target.Anchor); - } - target.RecalculateChildren(true, true); - } - } - - public GUIFrame GuiFrame { get; protected set; } - - [Serialize(false, false)] - public bool AllowUIOverlap - { - get; - set; - } - - private ItemComponent linkToUIComponent; - [Serialize("", false)] - public string LinkUIToComponent - { - get; - set; - } - - [Serialize(0, false)] - public int HudPriority - { - get; - private set; } private bool shouldMuffleLooping; diff --git a/Barotrauma/BarotraumaShared/changelog.txt b/Barotrauma/BarotraumaShared/changelog.txt index 54b1c3eac..57dd2b6ab 100644 --- a/Barotrauma/BarotraumaShared/changelog.txt +++ b/Barotrauma/BarotraumaShared/changelog.txt @@ -1,3 +1,49 @@ +--------------------------------------------------------------------------------------------------------- +v0.8.9.9 +--------------------------------------------------------------------------------------------------------- + +Additions and changes: +- New control scheme: items are selected by left clicking, deselected with right click or esc, and held +items are used on devices by pressing E (e.g. when rewiring with a screwdriver or repairing something +with a wrench). The new controls are somewhat experimental; the intention is to make them more intuitive +to new players. You can still switch back to the legacy control scheme from the game settings. +- Characters play Entrance of the Gladiators on the guitar when wearing a clown mask. +- Display a warning on the status monitor when docked to an outpost ("Docked to X, undock before attempting +to maneuver the submarine"). +- Improvements to the line of sight effect. Prevents ugly-looking artifacts in spots where two wall pieces +meet. +- The server gives the "None" permissions to new clients, allowing server hosts to automatically give +specific permissions to all clients. +- Increased submarine masses to make it less easy for characters to push them around. +- Ping direction is shown on the sonar display when adjusting the direction slider even if directional ping +is not enabled. +- Tweaked charybdis' AI, attacks and animations. + +Multiplayer fixes: +- Fixed characters retaining the last known inputs when a client disconnects, causing the character to +keep welding, honking a bike horn or whatever else they were doing until the server kills the character. +- More reliable throw StatusEffect (= grenade explosion) syncing. Fixes clients not seeing explosions +at their end. +- More reliable item wall attaching syncing. +- Servers don't attempt to send position updates for items that have no enabled physics body (e.g. attached +items). Fixes "received a position update for an item with no physics body" console errors when attaching +items to walls. +- Fixed spectate button staying visible when a round ends while a client is in the lobby. +- Fixed remote characters sliding slowly to the left in multiplayer. + +Bugfixes: +- Fixed wire connections that have been done mid-round not working properly. +- Fixed crashing when attempting to speak as a monster in single player. +- Fixed linked subs not getting docked correctly when loading a saved game. +- Fixed turrets not working if they're placed inside the submarine. +- Fixed calyxanide not being usable in syringe guns. +- Emptying the "required items" field of an item in the sub editor now removes the item requirements (instead +of using the default ones). +- Fixed thorium rods not being usable in the reactor. +- Conditionals return a match when checking status tag inequality and the target has no status tags (e.g. +checking if a character doesn't have a StatusEffect with a "poison" tag returns true even if the character +has no active StatusEffects). + --------------------------------------------------------------------------------------------------------- v0.8.9.8 ---------------------------------------------------------------------------------------------------------