Unstable 0.17.0.0

This commit is contained in:
Markus Isberg
2022-02-26 02:43:01 +09:00
parent a83f375681
commit 3974067915
913 changed files with 32472 additions and 32364 deletions
@@ -14,7 +14,7 @@ namespace Barotrauma
protected bool crewDead;
protected Color overlayColor;
protected string overlayText, overlayTextBottom;
protected LocalizedString overlayText, overlayTextBottom;
protected Color overlayTextColor;
protected Sprite overlaySprite;
@@ -68,8 +68,8 @@ namespace Barotrauma
foreach (Mission mission in Missions.ToList())
{
new GUIMessageBox(
mission.Prefab.IsSideObjective ? TextManager.AddPunctuation(':', TextManager.Get("sideobjective"), mission.Name) : mission.Name,
mission.Description, new string[0], type: GUIMessageBox.Type.InGame, icon: mission.Prefab.Icon, parseRichText: true)
RichString.Rich(mission.Prefab.IsSideObjective ? TextManager.AddPunctuation(':', TextManager.Get("sideobjective"), mission.Name) : mission.Name),
RichString.Rich(mission.Description), Array.Empty<LocalizedString>(), type: GUIMessageBox.Type.InGame, icon: mission.Prefab.Icon)
{
IconColor = mission.Prefab.IconColor,
UserData = "missionstartmessage"
@@ -123,12 +123,12 @@ namespace Barotrauma
{
GUI.DrawRectangle(spriteBatch, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), overlayColor, isFilled: true);
}
if (!string.IsNullOrEmpty(overlayText) && overlayTextColor.A > 0)
if (!overlayText.IsNullOrEmpty() && overlayTextColor.A > 0)
{
var backgroundSprite = GUI.Style.GetComponentStyle("CommandBackground").GetDefaultSprite();
var backgroundSprite = GUIStyle.GetComponentStyle("CommandBackground").GetDefaultSprite();
Vector2 centerPos = new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight) / 2;
string wrappedText = ToolBox.WrapText(overlayText, GameMain.GraphicsWidth / 3, GUI.Font);
Vector2 textSize = GUI.Font.MeasureString(wrappedText);
LocalizedString wrappedText = ToolBox.WrapText(overlayText, GameMain.GraphicsWidth / 3, GUIStyle.Font);
Vector2 textSize = GUIStyle.Font.MeasureString(wrappedText);
Vector2 textPos = centerPos - textSize / 2;
backgroundSprite.Draw(spriteBatch,
centerPos,
@@ -140,11 +140,11 @@ namespace Barotrauma
GUI.DrawString(spriteBatch, textPos + Vector2.One, wrappedText, Color.Black * (overlayTextColor.A / 255.0f));
GUI.DrawString(spriteBatch, textPos, wrappedText, overlayTextColor);
if (!string.IsNullOrEmpty(overlayTextBottom))
if (!overlayTextBottom.IsNullOrEmpty())
{
Vector2 bottomTextPos = centerPos + new Vector2(0.0f, textSize.Y / 2 + 40 * GUI.Scale) - GUI.Font.MeasureString(overlayTextBottom) / 2;
GUI.DrawString(spriteBatch, bottomTextPos + Vector2.One, overlayTextBottom, Color.Black * (overlayTextColor.A / 255.0f));
GUI.DrawString(spriteBatch, bottomTextPos, overlayTextBottom, overlayTextColor);
Vector2 bottomTextPos = centerPos + new Vector2(0.0f, textSize.Y / 2 + 40 * GUI.Scale) - GUIStyle.Font.MeasureString(overlayTextBottom) / 2;
GUI.DrawString(spriteBatch, bottomTextPos + Vector2.One, overlayTextBottom.Value, Color.Black * (overlayTextColor.A / 255.0f));
GUI.DrawString(spriteBatch, bottomTextPos, overlayTextBottom.Value, overlayTextColor);
}
}
}
@@ -159,7 +159,7 @@ namespace Barotrauma
endRoundButton.Visible = false;
var availableTransition = GetAvailableTransition(out _, out Submarine leavingSub);
string buttonText = "";
LocalizedString buttonText = "";
switch (availableTransition)
{
case TransitionType.ProgressToNextLocation:
@@ -188,7 +188,7 @@ namespace Barotrauma
case TransitionType.None:
default:
if (Level.Loaded.Type == LevelData.LevelType.Outpost &&
(Character.Controlled?.Submarine?.Info.Type == SubmarineType.Player || (Character.Controlled?.CurrentHull?.OutpostModuleTags.Contains("airlock") ?? false)))
(Character.Controlled?.Submarine?.Info.Type == SubmarineType.Player || (Character.Controlled?.CurrentHull?.OutpostModuleTags.Contains("airlock".ToIdentifier()) ?? false)))
{
buttonText = TextManager.GetWithVariable("LeaveLocation", "[locationname]", Level.Loaded.StartLocation?.Name ?? "[ERROR]");
endRoundButton.Visible = !ForceMapUI && !ShowCampaignUI;
@@ -218,7 +218,7 @@ namespace Barotrauma
endRoundButton.OnClicked(EndRoundButton, null);
prevCampaignUIAutoOpenType = availableTransition;
}
endRoundButton.Text = ToolBox.LimitString(buttonText, endRoundButton.Font, endRoundButton.Rect.Width - 5);
endRoundButton.Text = ToolBox.LimitString(buttonText.Value, endRoundButton.Font, endRoundButton.Rect.Width - 5);
if (endRoundButton.Text != buttonText)
{
endRoundButton.ToolTip = buttonText;
@@ -244,7 +244,7 @@ namespace Barotrauma
if (ReadyCheck.ReadyCheckCooldown > DateTime.Now)
{
float progress = (ReadyCheck.ReadyCheckCooldown - DateTime.Now).Seconds / 60.0f;
ReadyCheckButton.Color = ToolBox.GradientLerp(progress, Color.White, GUI.Style.Red);
ReadyCheckButton.Color = ToolBox.GradientLerp(progress, Color.White, GUIStyle.Red);
}
}
}
@@ -289,7 +289,7 @@ namespace Barotrauma
case InteractionType.Examine:
return;
case InteractionType.Upgrade when !UpgradeManager.CanUpgradeSub():
UpgradeManager.CreateUpgradeErrorMessage(TextManager.Get("Dialog.CantUpgrade"), IsSinglePlayer, npc);
UpgradeManager.CreateUpgradeErrorMessage(TextManager.Get("Dialog.CantUpgrade").Value, IsSinglePlayer, npc);
return;
case InteractionType.Crew when GameMain.NetworkMember != null:
CampaignUI.CrewManagement.SendCrewState(false);