GUIStyle logic changes: instead of having a predetermined GUIComponentStyle for each type of GUIComponent, any GUIComponent can use any style. The GUIComponent constructors take the name of the style as a parameter, and if no style is specified, the default style for the GUIComponent in question will be used.
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@@ -226,24 +226,24 @@ namespace Barotrauma
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ScalableFont font = frame.Rect.Width<280 ? GUI.SmallFont : GUI.Font;
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int x = 0, y = 0;
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new GUITextBlock(new Rectangle(x+60, y, 200, 20), Name, GUI.Style, frame, font);
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new GUITextBlock(new Rectangle(x+60, y, 200, 20), Name, "", frame, font);
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y += 20;
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if (Job!=null)
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{
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new GUITextBlock(new Rectangle(x + 60, y, 200, 20), Job.Name, GUI.Style, frame, font);
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new GUITextBlock(new Rectangle(x + 60, y, 200, 20), Job.Name, "", frame, font);
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y += 30;
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var skills = Job.Skills;
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skills.Sort((s1, s2) => -s1.Level.CompareTo(s2.Level));
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new GUITextBlock(new Rectangle(x, y, 200, 20), "Skills:", GUI.Style, frame, font);
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new GUITextBlock(new Rectangle(x, y, 200, 20), "Skills:", "", frame, font);
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y += 20;
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foreach (Skill skill in skills)
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{
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Color textColor = Color.White * (0.5f + skill.Level/200.0f);
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new GUITextBlock(new Rectangle(x, y, 200, 20), skill.Name, Color.Transparent, textColor, Alignment.Left, GUI.Style, frame).Font = font;
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new GUITextBlock(new Rectangle(x, y, 200, 20), skill.Level.ToString(), Color.Transparent, textColor, Alignment.Right, GUI.Style, frame).Font = font;
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new GUITextBlock(new Rectangle(x, y, 200, 20), skill.Name, Color.Transparent, textColor, Alignment.Left, "", frame).Font = font;
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new GUITextBlock(new Rectangle(x, y, 200, 20), skill.Level.ToString(), Color.Transparent, textColor, Alignment.Right, "", frame).Font = font;
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y += 20;
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}
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}
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