v0.2: iteminventory sync bugfix, meleeweapon "reload time", spears can be picked even if they're stuck inside a wall, tutorial bugfixes, "submarine godmode", removed round duration, drag character sync, reliable structure damage messages, job assignment bugfixes, some extra sounds

This commit is contained in:
Regalis
2015-10-17 16:01:42 +03:00
parent 838022fcd5
commit 3c1a66078c
51 changed files with 457 additions and 213 deletions
@@ -10,14 +10,10 @@ namespace Barotrauma
{
public static List<GameModePreset> PresetList = new List<GameModePreset>();
TimeSpan duration;
protected DateTime startTime;
protected DateTime endTime;
//public readonly bool IsSinglePlayer;
private GUIProgressBar timerBar;
protected bool isRunning;
//protected string name;
@@ -31,16 +27,6 @@ namespace Barotrauma
get { return null; }
}
public DateTime StartTime
{
get { return startTime; }
}
public DateTime EndTime
{
get { return endTime; }
}
public bool IsRunning
{
get { return isRunning; }
@@ -68,19 +54,19 @@ namespace Barotrauma
public virtual void Draw(SpriteBatch spriteBatch)
{
if (timerBar != null) timerBar.Draw(spriteBatch);
//if (timerBar != null) timerBar.Draw(spriteBatch);
}
public virtual void Start(TimeSpan duration)
public virtual void Start()
{
startTime = DateTime.Now;
if (duration!=TimeSpan.Zero)
{
endTime = startTime + duration;
this.duration = duration;
//if (duration!=TimeSpan.Zero)
//{
// endTime = startTime + duration;
// this.duration = duration;
timerBar = new GUIProgressBar(new Rectangle(GameMain.GraphicsWidth - 120, 20, 100, 25), Color.Gold, 0.0f, null);
}
// timerBar = new GUIProgressBar(new Rectangle(GameMain.GraphicsWidth - 120, 20, 100, 25), Color.Gold, 0.0f, null);
//}
endMessage = "The round has ended!";
@@ -89,13 +75,13 @@ namespace Barotrauma
public virtual void Update(float deltaTime)
{
if (!isRunning) return;
//if (!isRunning) return;
if (duration != TimeSpan.Zero)
{
double elapsedTime = (DateTime.Now - startTime).TotalSeconds;
timerBar.BarSize = (float)(elapsedTime / duration.TotalSeconds);
}
//if (duration != TimeSpan.Zero)
//{
// double elapsedTime = (DateTime.Now - startTime).TotalSeconds;
// timerBar.BarSize = (float)(elapsedTime / duration.TotalSeconds);
//}
//if (DateTime.Now >= endTime)
//{
// End(endMessage);