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
@@ -22,17 +22,17 @@ namespace Barotrauma.Items.Components
Wall
}
[Serialize(false, false, description: "Has the item currently detected movement. Intended to be used by StatusEffect conditionals (setting this value in XML has no effect).")]
[Serialize(false, IsPropertySaveable.No, description: "Has the item currently detected movement. Intended to be used by StatusEffect conditionals (setting this value in XML has no effect).")]
public bool MotionDetected { get; set; }
[InGameEditable, Serialize(TargetType.Any, true, description: "Which kind of targets can trigger the sensor?", alwaysUseInstanceValues: true)]
[InGameEditable, Serialize(TargetType.Any, IsPropertySaveable.Yes, description: "Which kind of targets can trigger the sensor?", alwaysUseInstanceValues: true)]
public TargetType Target
{
get;
set;
}
[InGameEditable, Serialize(false, true, description: "Should the sensor ignore the bodies of dead characters?", alwaysUseInstanceValues: true)]
[InGameEditable, Serialize(false, IsPropertySaveable.Yes, description: "Should the sensor ignore the bodies of dead characters?", alwaysUseInstanceValues: true)]
public bool IgnoreDead
{
get;
@@ -40,7 +40,7 @@ namespace Barotrauma.Items.Components
}
[InGameEditable, Serialize(0.0f, true, description: "Horizontal detection range.", alwaysUseInstanceValues: true)]
[InGameEditable, Serialize(0.0f, IsPropertySaveable.Yes, description: "Horizontal detection range.", alwaysUseInstanceValues: true)]
public float RangeX
{
get { return rangeX; }
@@ -52,7 +52,7 @@ namespace Barotrauma.Items.Components
#endif
}
}
[InGameEditable, Serialize(0.0f, true, description: "Vertical movement detection range.", alwaysUseInstanceValues: true)]
[InGameEditable, Serialize(0.0f, IsPropertySaveable.Yes, description: "Vertical movement detection range.", alwaysUseInstanceValues: true)]
public float RangeY
{
get { return rangeY; }
@@ -62,7 +62,7 @@ namespace Barotrauma.Items.Components
}
}
[InGameEditable, Serialize("0,0", true, description: "The position to detect the movement at relative to the item. For example, 0,100 would detect movement 100 units above the item.")]
[InGameEditable, Serialize("0,0", IsPropertySaveable.Yes, description: "The position to detect the movement at relative to the item. For example, 0,100 would detect movement 100 units above the item.")]
public Vector2 DetectOffset
{
get { return detectOffset; }
@@ -85,7 +85,7 @@ namespace Barotrauma.Items.Components
}
}
[Editable(MinValueFloat = 0.1f, MaxValueFloat = 100.0f, DecimalCount = 2), Serialize(0.1f, true, description: "How often the sensor checks if there's something moving near it. Higher values are better for performance.", alwaysUseInstanceValues: true)]
[Editable(MinValueFloat = 0.1f, MaxValueFloat = 100.0f, DecimalCount = 2), Serialize(0.1f, IsPropertySaveable.Yes, description: "How often the sensor checks if there's something moving near it. Higher values are better for performance.", alwaysUseInstanceValues: true)]
public float UpdateInterval
{
get;
@@ -93,7 +93,7 @@ namespace Barotrauma.Items.Components
}
private int maxOutputLength;
[Editable, Serialize(200, false, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
[Editable, Serialize(200, IsPropertySaveable.No, description: "The maximum length of the output strings. Warning: Large values can lead to large memory usage or networking issues.")]
public int MaxOutputLength
{
get { return maxOutputLength; }
@@ -104,7 +104,7 @@ namespace Barotrauma.Items.Components
}
private string output;
[InGameEditable, Serialize("1", true, description: "The signal the item outputs when it has detected movement.", alwaysUseInstanceValues: true)]
[InGameEditable, Serialize("1", IsPropertySaveable.Yes, description: "The signal the item outputs when it has detected movement.", alwaysUseInstanceValues: true)]
public string Output
{
get { return output; }
@@ -120,7 +120,7 @@ namespace Barotrauma.Items.Components
}
private string falseOutput;
[InGameEditable, Serialize("", true, description: "The signal the item outputs when it has not detected movement.", alwaysUseInstanceValues: true)]
[InGameEditable, Serialize("", IsPropertySaveable.Yes, description: "The signal the item outputs when it has not detected movement.", alwaysUseInstanceValues: true)]
public string FalseOutput
{
get { return falseOutput; }
@@ -135,21 +135,21 @@ namespace Barotrauma.Items.Components
}
}
[Editable(DecimalCount = 3), Serialize(0.01f, true, description: "How fast the objects within the detector's range have to be moving (in m/s).", alwaysUseInstanceValues: true)]
[Editable(DecimalCount = 3), Serialize(0.01f, IsPropertySaveable.Yes, description: "How fast the objects within the detector's range have to be moving (in m/s).", alwaysUseInstanceValues: true)]
public float MinimumVelocity
{
get;
set;
}
[Serialize(true, true, description: "Should the sensor trigger when the item itself moves.")]
[Serialize(true, IsPropertySaveable.Yes, description: "Should the sensor trigger when the item itself moves.")]
public bool DetectOwnMotion
{
get;
set;
}
public MotionSensor(Item item, XElement element)
public MotionSensor(Item item, ContentXElement element)
: base(item, element)
{
IsActive = true;
@@ -164,7 +164,7 @@ namespace Barotrauma.Items.Components
updateTimer = Rand.Range(0.0f, UpdateInterval);
}
public override void Load(XElement componentElement, bool usePrefabValues, IdRemap idRemap)
public override void Load(ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap)
{
base.Load(componentElement, usePrefabValues, idRemap);
//backwards compatibility