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
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@@ -23,7 +23,7 @@ namespace Barotrauma
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private GUITextBox textBox, seedBox;
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private GUIScrollBar durationBar;
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//private GUIScrollBar durationBar;
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private GUIFrame playerFrame;
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@@ -60,16 +60,7 @@ namespace Barotrauma
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{
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return ServerMessage;
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}
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public TimeSpan GameDuration
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{
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get
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{
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int minutes = (int)(durationBar.BarScroll* 60.0f);
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return new TimeSpan(0, minutes, 0);
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}
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}
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public List<JobPrefab> JobPreferences
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{
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get
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@@ -100,10 +91,10 @@ namespace Barotrauma
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}
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}
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public string DurationText()
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{
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return "Duration: " + GameDuration.TotalMinutes + " min";
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}
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//public string DurationText()
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//{
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// return "Duration: " + GameDuration.TotalMinutes + " min";
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//}
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public NetLobbyScreen()
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{
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@@ -214,20 +205,20 @@ namespace Barotrauma
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//duration ------------------------------------------------------------------
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GUITextBlock durationText = new GUITextBlock(new Rectangle(columnX, 120, columnWidth, 20),
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"Duration: ", GUI.Style, Alignment.Left, Alignment.TopLeft, infoFrame);
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durationText.TextGetter = DurationText;
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//GUITextBlock durationText = new GUITextBlock(new Rectangle(columnX, 120, columnWidth, 20),
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// "Duration: ", GUI.Style, Alignment.Left, Alignment.TopLeft, infoFrame);
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//durationText.TextGetter = DurationText;
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durationBar = new GUIScrollBar(new Rectangle(columnX, 150, columnWidth, 20),
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GUI.Style, 0.1f, infoFrame);
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durationBar.BarSize = 0.1f;
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//durationBar = new GUIScrollBar(new Rectangle(columnX, 150, columnWidth, 20),
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// GUI.Style, 0.1f, infoFrame);
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//durationBar.BarSize = 0.1f;
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//seed ------------------------------------------------------------------
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new GUITextBlock(new Rectangle(columnX, 190, columnWidth, 20),
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new GUITextBlock(new Rectangle(columnX, 120, columnWidth, 20),
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"Level Seed: ", GUI.Style, Alignment.Left, Alignment.TopLeft, infoFrame);
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seedBox = new GUITextBox(new Rectangle(columnX, 220, columnWidth, 20),
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seedBox = new GUITextBox(new Rectangle(columnX, 150, columnWidth, 20),
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Alignment.TopLeft, GUI.Style, infoFrame);
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seedBox.OnTextChanged = SelectSeed;
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LevelSeed = ToolBox.RandomSeed(8);
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@@ -262,8 +253,7 @@ namespace Barotrauma
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GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
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subList.Enabled = GameMain.Server != null;
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modeList.Enabled = GameMain.Server != null;
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durationBar.Enabled = GameMain.Server != null;
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modeList.Enabled = GameMain.Server != null;
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seedBox.Enabled = GameMain.Server != null;
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serverMessage.Enabled = GameMain.Server != null;
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ServerName = (GameMain.Server==null) ? "Server" : GameMain.Server.Name;
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@@ -279,8 +269,7 @@ namespace Barotrauma
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startButton.UserData = "startButton";
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//mapList.OnSelected = new GUIListBox.OnSelectedHandler(Game1.server.UpdateNetLobby);
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modeList.OnSelected += GameMain.Server.UpdateNetLobby;
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durationBar.OnMoved = GameMain.Server.UpdateNetLobby;
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modeList.OnSelected += GameMain.Server.UpdateNetLobby;
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if (subList.CountChildren > 0 && subList.Selected == null) subList.Select(-1);
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if (GameModePreset.list.Count > 0 && modeList.Selected == null) modeList.Select(-1);
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@@ -702,10 +691,10 @@ namespace Barotrauma
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msg.Write(ServerMessage);
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msg.Write(modeList.SelectedIndex-1);
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msg.Write(durationBar.BarScroll);
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//msg.Write(durationBar.BarScroll);
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msg.Write(LevelSeed);
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msg.Write((byte)(playerList.CountChildren - 1));
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msg.Write((byte)(playerList.CountChildren));
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for (int i = 0; i < playerList.CountChildren; i++)
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{
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string clientName = playerList.children[i].UserData as string;
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@@ -721,7 +710,7 @@ namespace Barotrauma
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string mapName="", md5Hash="";
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int modeIndex = 0;
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float durationScroll = 0.0f;
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//float durationScroll = 0.0f;
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string levelSeed = "";
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try
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@@ -734,7 +723,7 @@ namespace Barotrauma
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modeIndex = msg.ReadInt32();
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durationScroll = msg.ReadFloat();
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//durationScroll = msg.ReadFloat();
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levelSeed = msg.ReadString();
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@@ -756,7 +745,7 @@ namespace Barotrauma
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modeList.Select(modeIndex);
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durationBar.BarScroll = durationScroll;
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//durationBar.BarScroll = durationScroll;
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LevelSeed = levelSeed;
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}
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