(57c934c4b) Added: Padding for video text, missing xml elements for titles, instructions.
This commit is contained in:
@@ -3186,6 +3186,195 @@ namespace Barotrauma
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}));
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commands.Add(new Command("refreshrect", "Updates the dimensions of the selected items to match the ones defined in the prefab. Applied only in the subeditor.", (string[] args) =>
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{
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//TODO: maybe do this automatically during loading when possible?
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if (Screen.Selected == GameMain.SubEditorScreen)
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{
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if (!MapEntity.SelectedAny)
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{
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ThrowError("You have to select item(s) first!");
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}
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else
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{
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foreach (var mapEntity in MapEntity.SelectedList)
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{
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if (mapEntity is Item item)
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{
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item.Rect = new Rectangle(item.Rect.X, item.Rect.Y,
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(int)(item.Prefab.sprite.size.X * item.Prefab.Scale),
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(int)(item.Prefab.sprite.size.Y * item.Prefab.Scale));
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}
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else if (mapEntity is Structure structure)
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{
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if (!structure.ResizeHorizontal)
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{
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structure.Rect = new Rectangle(structure.Rect.X, structure.Rect.Y,
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(int)structure.Prefab.ScaledSize.X,
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structure.Rect.Height);
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}
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if (!structure.ResizeVertical)
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{
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structure.Rect = new Rectangle(structure.Rect.X, structure.Rect.Y,
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structure.Rect.Width,
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(int)structure.Prefab.ScaledSize.Y);
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}
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}
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}
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}
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}
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}, isCheat: false));
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#endif
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GameMain.Config.SaveNewPlayerConfig();
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commands.Add(new Command("loadtexts", "loadtexts [sourcefile] [destinationfile]: Loads all lines of text from a given .txt file and inserts them sequientially into the elements of an xml file. If the file paths are omitted, EnglishVanilla.txt and EnglishVanilla.xml are used.", (string[] args) =>
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{
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string sourcePath = args.Length > 0 ? args[0] : "Content/Texts/EnglishVanilla.txt";
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string destinationPath = args.Length > 1 ? args[1] : "Content/Texts/EnglishVanilla.xml";
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string[] lines;
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try
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{
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lines = File.ReadAllLines(sourcePath);
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}
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catch (Exception e)
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{
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ThrowError("Reading the file \"" + sourcePath + "\" failed.", e);
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return;
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}
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var doc = XMLExtensions.TryLoadXml(destinationPath);
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int i = 0;
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foreach (XElement element in doc.Root.Elements())
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{
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if (i >= lines.Length)
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{
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ThrowError("Error while loading texts to the xml file. The xml has more elements than the number of lines in the text file.");
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return;
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}
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element.Value = lines[i];
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i++;
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}
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doc.Save(destinationPath);
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},
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() =>
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{
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var files = TextManager.GetTextFiles().Select(f => f.Replace("\\", "/"));
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return new string[][]
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{
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files.Where(f => Path.GetExtension(f)==".txt").ToArray(),
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files.Where(f => Path.GetExtension(f)==".xml").ToArray()
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};
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}));
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commands.Add(new Command("updatetextfile", "updatetextfile [sourcefile] [destinationfile]: Inserts all the xml elements that are only present in the source file into the destination file. Can be used to update outdated translation files more easily.", (string[] args) =>
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{
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if (args.Length < 2) return;
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string sourcePath = args[0];
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string destinationPath = args[1];
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var sourceDoc = XMLExtensions.TryLoadXml(sourcePath);
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var destinationDoc = XMLExtensions.TryLoadXml(destinationPath);
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XElement destinationElement = destinationDoc.Root.Elements().First();
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foreach (XElement element in sourceDoc.Root.Elements())
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{
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if (destinationDoc.Root.Element(element.Name) == null)
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{
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element.Value = "!!!!!!!!!!!!!" + element.Value;
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destinationElement.AddAfterSelf(element);
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}
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XNode nextNode = destinationElement.NextNode;
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while ((!(nextNode is XElement) || nextNode == element) && nextNode != null) nextNode = nextNode.NextNode;
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destinationElement = nextNode as XElement;
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}
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destinationDoc.Save(destinationPath);
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},
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() =>
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{
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var files = TextManager.GetTextFiles().Where(f => Path.GetExtension(f) == ".xml").Select(f => f.Replace("\\", "/")).ToArray();
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return new string[][]
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{
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files,
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files
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};
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}));
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commands.Add(new Command("dumpentitytexts", "dumpentitytexts [filepath]: gets the names and descriptions of all entity prefabs and writes them into a file along with xml tags that can be used in translation files. If the filepath is omitted, the file is written to Content/Texts/EntityTexts.txt", (string[] args) =>
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{
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string filePath = args.Length > 0 ? args[0] : "Content/Texts/EntityTexts.txt";
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List<string> lines = new List<string>();
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foreach (MapEntityPrefab me in MapEntityPrefab.List)
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{
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lines.Add("<EntityName." + me.Identifier + ">" + me.Name + "</" + me.Identifier + ".Name>");
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lines.Add("<EntityDescription." + me.Identifier + ">" + me.Description + "</" + me.Identifier + ".Description>");
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}
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File.WriteAllLines(filePath, lines);
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}));
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#if DEBUG
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commands.Add(new Command("checkduplicates", "Checks the given language for duplicate translation keys and writes to file.", (string[] args) =>
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{
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if (args.Length != 1) return;
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TextManager.CheckForDuplicates(args[0]);
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}));
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commands.Add(new Command("writetocsv", "Writes the default language (English) to a .csv file.", (string[] args) =>
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{
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TextManager.WriteToCSV();
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NPCConversation.WriteToCSV();
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}));
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commands.Add(new Command("csvtoxml", "csvtoxml [language] -> Converts .csv localization files in Content/NPCConversations & Content/Texts to .xml for use in-game.", (string[] args) =>
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{
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if (args.Length == 0) return;
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LocalizationCSVtoXML.Convert(args[0]);
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}));
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#endif
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commands.Add(new Command("cleanbuild", "", (string[] args) =>
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{
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GameMain.Config.MusicVolume = 0.5f;
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GameMain.Config.SoundVolume = 0.5f;
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NewMessage("Music and sound volume set to 0.5", Color.Green);
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commands.Add(new Command("camerasettings", "camerasettings [defaultzoom] [zoomsmoothness] [movesmoothness] [minzoom] [maxzoom]: debug command for testing camera settings. The values default to 1.1, 8.0, 8.0, 0.1 and 2.0.", (string[] args) =>
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{
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float defaultZoom = Screen.Selected.Cam.DefaultZoom;
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if (args.Length > 0) float.TryParse(args[0], NumberStyles.Number, CultureInfo.InvariantCulture, out defaultZoom);
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float zoomSmoothness = Screen.Selected.Cam.ZoomSmoothness;
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if (args.Length > 1) float.TryParse(args[1], NumberStyles.Number, CultureInfo.InvariantCulture, out zoomSmoothness);
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float moveSmoothness = Screen.Selected.Cam.MoveSmoothness;
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if (args.Length > 2) float.TryParse(args[2], NumberStyles.Number, CultureInfo.InvariantCulture, out moveSmoothness);
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float minZoom = Screen.Selected.Cam.MinZoom;
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if (args.Length > 3) float.TryParse(args[3], NumberStyles.Number, CultureInfo.InvariantCulture, out minZoom);
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float maxZoom = Screen.Selected.Cam.MaxZoom;
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if (args.Length > 4) float.TryParse(args[4], NumberStyles.Number, CultureInfo.InvariantCulture, out maxZoom);
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Screen.Selected.Cam.DefaultZoom = defaultZoom;
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Screen.Selected.Cam.ZoomSmoothness = zoomSmoothness;
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Screen.Selected.Cam.MoveSmoothness = moveSmoothness;
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Screen.Selected.Cam.MinZoom = minZoom;
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Screen.Selected.Cam.MaxZoom = maxZoom;
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}));
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commands.Add(new Command("waterparams", "waterparams [distortionscalex] [distortionscaley] [distortionstrengthx] [distortionstrengthy] [bluramount]: default 0.5 0.5 0.5 0.5 1", (string[] args) =>
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{
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float distortScaleX = 0.5f, distortScaleY = 0.5f;
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float distortStrengthX = 0.5f, distortStrengthY = 0.5f;
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float blurAmount = 0.0f;
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if (args.Length > 0) float.TryParse(args[0], NumberStyles.Number, CultureInfo.InvariantCulture, out distortScaleX);
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if (args.Length > 1) float.TryParse(args[1], NumberStyles.Number, CultureInfo.InvariantCulture, out distortScaleY);
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if (args.Length > 2) float.TryParse(args[2], NumberStyles.Number, CultureInfo.InvariantCulture, out distortStrengthX);
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if (args.Length > 3) float.TryParse(args[3], NumberStyles.Number, CultureInfo.InvariantCulture, out distortStrengthY);
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if (args.Length > 4) float.TryParse(args[4], NumberStyles.Number, CultureInfo.InvariantCulture, out blurAmount);
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WaterRenderer.DistortionScale = new Vector2(distortScaleX, distortScaleY);
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WaterRenderer.DistortionStrength = new Vector2(distortStrengthX, distortStrengthY);
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WaterRenderer.BlurAmount = blurAmount;
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}));
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commands.Add(new Command("refreshrect", "Updates the dimensions of the selected items to match the ones defined in the prefab. Applied only in the subeditor.", (string[] args) =>
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{
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//TODO: maybe do this automatically during loading when possible?
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@@ -71,14 +71,14 @@ namespace Barotrauma
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videoFrame = new GUIFrame(new RectTransform(new Point(width + borderSize, height + borderSize), background.RectTransform, Anchor.Center, Pivot.CenterRight), "SonarFrame");
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videoFrame.RectTransform.AbsoluteOffset = new Point(-borderSize, 0);
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textFrame = new GUIFrame(new RectTransform(new Point(width + borderSize, height + borderSize), background.RectTransform, Anchor.Center, Pivot.CenterLeft), "SonarFrame");
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textFrame = new GUIFrame(new RectTransform(new Point(width + borderSize, height + borderSize * 2), background.RectTransform, Anchor.Center, Pivot.CenterLeft), "SonarFrame");
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textFrame.RectTransform.AbsoluteOffset = new Point(borderSize, 0);
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videoView = new GUICustomComponent(new RectTransform(new Point(width, height), videoFrame.RectTransform, Anchor.Center),
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(spriteBatch, guiCustomComponent) => { DrawVideo(spriteBatch, guiCustomComponent.Rect); });
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title = new GUITextBlock(new RectTransform(Point.Zero, textFrame.RectTransform, Anchor.TopLeft, Pivot.TopLeft) { AbsoluteOffset = new Point(0, 10) }, string.Empty, font: GUI.VideoTitleFont, textColor: new Color(253, 174, 0), textAlignment: Alignment.Left);
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textContent = new GUITextBlock(new RectTransform(new Vector2(1f, .8f), textFrame.RectTransform, Anchor.TopCenter, Pivot.TopCenter) { AbsoluteOffset = new Point(0, borderSize / 2 + titleHeight) }, string.Empty, font: GUI.Font, textAlignment: Alignment.TopLeft);
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textContent = new GUITextBlock(new RectTransform(new Vector2(1f, .8f), textFrame.RectTransform, Anchor.TopLeft, Pivot.TopLeft) { AbsoluteOffset = new Point(0, borderSize / 2 + titleHeight) }, string.Empty, font: GUI.Font, textAlignment: Alignment.TopLeft);
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objectiveTitle = new GUITextBlock(new RectTransform(new Vector2(1f, 0f), textFrame.RectTransform, Anchor.TopCenter, Pivot.TopCenter), string.Empty, font: GUI.ObjectiveTitleFont, textAlignment: Alignment.CenterRight, textColor: Color.White);
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objectiveTitle.Text = TextManager.Get("NewObjective");
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@@ -182,8 +182,8 @@ namespace Barotrauma
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textContent.Text = textSettings.Text;
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objectiveTitle.RectTransform.AbsoluteOffset = new Point(0, textContent.RectTransform.Rect.Height + (int)(textHeight * 1.5f));
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objectiveText.RectTransform.AbsoluteOffset = new Point(0, textContent.RectTransform.Rect.Height + objectiveTitle.Rect.Height + textHeight * 2);
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objectiveTitle.RectTransform.AbsoluteOffset = new Point(-10, textContent.RectTransform.Rect.Height + (int)(textHeight * 1.75f));
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objectiveText.RectTransform.AbsoluteOffset = new Point(-10, textContent.RectTransform.Rect.Height + objectiveTitle.Rect.Height + (int)(textHeight * 2.25f));
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textFrame.RectTransform.NonScaledSize += new Point(0, objectiveFrameHeight);
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objectiveText.RectTransform.NonScaledSize += new Point(textFrame.Rect.Width, textHeight);
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@@ -456,6 +456,11 @@ namespace Barotrauma.Tutorials
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}
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break;
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case 7: // Degrading1: Any equipment degrades to 50% health or less and player has not assigned any crew to perform maintenance [Text]
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if ((mechanic == null || mechanic.IsDead) && (engineer == null || engineer.IsDead)) // Both engineer and mechanic are dead or do not exist -> do not display
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{
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return false;
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}
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bool degradedEquipmentFound = false;
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foreach (Item item in Item.ItemList)
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@@ -467,8 +472,7 @@ namespace Barotrauma.Tutorials
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if (degradedEquipmentFound)
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{
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degrading2ActivationCountdown = 5f;
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if (HasOrder("repairsystems"))
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if (HasOrder("repairsystems", "jobspecific"))
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{
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segments[index].IsTriggered = true;
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return false;
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@@ -479,27 +483,7 @@ namespace Barotrauma.Tutorials
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return false;
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}
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break;
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case 8: // Degrading2: 5 seconds after 'Degrading1' dismissed, and only if player has not assigned any crew to perform maintenance [Video]
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if ((mechanic == null || mechanic.IsDead) && (engineer == null || engineer.IsDead)) // Both engineer and mechanic are dead or do not exist -> do not display
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{
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return false;
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}
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if (degrading2ActivationCountdown == -1f)
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{
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return false;
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}
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else if (degrading2ActivationCountdown > 0.0f)
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{
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degrading2ActivationCountdown -= deltaTime;
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if (HasOrder("repairsystems", "jobspecific"))
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{
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segments[index].IsTriggered = true;
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}
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return false;
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}
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break;
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case 9: // Medical: Crewmember is injured but not killed [Video]
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case 8: // Medical: Crewmember is injured but not killed [Video]
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for (int i = 0; i < crew.Count; i++)
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{
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Character member = crew[i];
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@@ -515,7 +499,7 @@ namespace Barotrauma.Tutorials
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if (injuredMember == null) return false;
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break;
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case 10: // Approach1: Destination is within ~100m [Video]
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case 9: // Approach1: Destination is within ~100m [Video]
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if (Vector2.Distance(Submarine.MainSub.WorldPosition, Level.Loaded.EndPosition) > 8000f)
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{
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return false;
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@@ -525,7 +509,7 @@ namespace Barotrauma.Tutorials
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TriggerTutorialSegment(index, GameMain.GameSession.EndLocation.Name);
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return true;
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}
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case 11: // Approach2: Sub is docked [Text]
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case 10: // Approach2: Sub is docked [Text]
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if (!Submarine.MainSub.AtEndPosition || Submarine.MainSub.DockedTo.Count == 0)
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{
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return false;
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@@ -576,7 +560,7 @@ namespace Barotrauma.Tutorials
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return;
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}
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break;
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case "Degrading2": // Fixed
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case "Degrading": // Fixed
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if (mechanic != null && !mechanic.IsDead)
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{
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HumanAIController humanAI = mechanic.AIController as HumanAIController;
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@@ -1413,6 +1413,9 @@ namespace Barotrauma.Networking
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case ServerNetObject.CLIENT_LIST:
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ReadClientList(inc);
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break;
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case ServerNetObject.CLIENT_LIST:
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ReadClientList(inc);
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break;
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case ServerNetObject.CHAT_MESSAGE:
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ChatMessage.ClientRead(inc);
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break;
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@@ -1014,6 +1014,10 @@ namespace Barotrauma
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targetingTag = targetCharacter.SpeciesName.ToLowerInvariant();
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}
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else if (targetingPriorities.ContainsKey(targetCharacter.SpeciesName.ToLowerInvariant()))
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{
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targetingTag = targetCharacter.SpeciesName.ToLowerInvariant();
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}
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else if (targetingPriorities.ContainsKey(targetCharacter.SpeciesName.ToLowerInvariant()))
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{
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if (targetCharacter.AIController is EnemyAIController enemy)
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{
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@@ -1175,11 +1179,6 @@ namespace Barotrauma
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Character.AnimController.ReleaseStuckLimbs();
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}
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private int GetMinimumPassableHoleCount()
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{
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return (int)Math.Ceiling(ConvertUnits.ToDisplayUnits(colliderSize) / Structure.WallSectionSize);
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}
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#endregion
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protected override void OnStateChanged(AIState from, AIState to)
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@@ -1067,6 +1067,8 @@ namespace Barotrauma
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CheckValidity();
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CheckValidity();
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UpdateNetPlayerPosition(deltaTime);
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CheckDistFromCollider();
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UpdateCollisionCategories();
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@@ -231,6 +231,9 @@ namespace Barotrauma
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Hull hull = Hull.FindHull(ConvertUnits.ToDisplayUnits(explosionPos), null, false);
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bool underWater = hull == null || explosionPos.Y < hull.Surface;
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Hull hull = Hull.FindHull(ConvertUnits.ToDisplayUnits(explosionPos), null, false);
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bool underWater = hull == null || explosionPos.Y < hull.Surface;
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explosionPos = ConvertUnits.ToSimUnits(explosionPos);
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Dictionary<Limb, float> distFactors = new Dictionary<Limb, float>();
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@@ -228,6 +228,18 @@ namespace Barotrauma
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private set;
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}
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public Vector2 LinearVelocity
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{
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get;
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private set;
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}
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public float AngularVelocity
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{
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get;
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private set;
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}
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public readonly float Timestamp;
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public readonly UInt16 ID;
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