Item.Container bugfix (affected at least railguns in MP), merged the "your crew has died" message box with shiftsummary, reliable reactor syncing, prevent artifacts dropping out of the level
This commit is contained in:
@@ -52,7 +52,7 @@ namespace Barotrauma
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return;
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}
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if (container.Item.inventory == character.Inventory)
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if (container.Item.Inventory == character.Inventory)
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{
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var containedItems = container.Inventory.Items;
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//if there's already something in the mask (empty oxygen tank?), drop it
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@@ -102,8 +102,8 @@ namespace Barotrauma
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currSearchIndex++;
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if (!Item.ItemList[currSearchIndex].HasTag(itemName) && Item.ItemList[currSearchIndex].Name != itemName) continue;
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if (IgnoreContainedItems && Item.ItemList[currSearchIndex].container != null) continue;
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if (Item.ItemList[currSearchIndex].inventory is CharacterInventory) continue;
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if (IgnoreContainedItems && Item.ItemList[currSearchIndex].Container != null) continue;
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if (Item.ItemList[currSearchIndex].Inventory is CharacterInventory) continue;
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targetItem = Item.ItemList[currSearchIndex];
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@@ -119,9 +119,9 @@ namespace Barotrauma
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private void AddGoToObjective(Item item)
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{
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Item moveToTarget = item;
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while (moveToTarget.container != null)
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while (moveToTarget.Container != null)
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{
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moveToTarget = moveToTarget.container;
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moveToTarget = moveToTarget.Container;
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}
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AddSubObjective(new AIObjectiveGoTo(moveToTarget, character));
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@@ -968,7 +968,7 @@ namespace Barotrauma
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{
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if (!Enabled) return;
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Vector2 pos = AnimController.Limbs[0].WorldPosition;
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Vector2 pos = DrawPosition;
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pos.Y = -pos.Y;
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if (this == controlled) return;
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@@ -992,7 +992,7 @@ namespace Barotrauma
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if (isDead) return;
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Vector2 healthBarPos = new Vector2(DrawPosition.X - 50, -DrawPosition.Y - 100.0f);
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Vector2 healthBarPos = new Vector2(pos.X - 50, pos.Y - 100.0f);
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)healthBarPos.X - 2, (int)healthBarPos.Y - 2, 100 + 4, 15 + 4), Color.Black, false);
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)healthBarPos.X, (int)healthBarPos.Y, (int)(100.0f * (health / maxHealth)), 15), Color.Red, true);
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}
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@@ -1,4 +1,5 @@
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using Microsoft.Xna.Framework;
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using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using System.Xml.Linq;
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namespace Barotrauma
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@@ -29,6 +30,7 @@ namespace Barotrauma
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Vector2 position = level.PositionsOfInterest[Rand.Int(level.PositionsOfInterest.Count, false)];
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monster = Character.Create(monsterFile, position);
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monster.Enabled = false;
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radarPosition = monster.Position;
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}
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@@ -37,7 +39,14 @@ namespace Barotrauma
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switch (state)
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{
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case 0:
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if (monster.Enabled) radarPosition = monster.Position;
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if (monster.Enabled)
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{
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radarPosition = monster.Position;
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}
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else
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{ Vector2 diff = monster.WorldPosition-Submarine.Loaded.WorldPosition;
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monster.Enabled = FarseerPhysics.ConvertUnits.ToSimUnits(diff.Length()) < NetConfig.CharacterIgnoreDistance;
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}
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if (!monster.IsDead) return;
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ShowMessage(state);
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@@ -51,7 +51,7 @@ namespace Barotrauma
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ConvertUnits.ToSimUnits(tryPos - Vector2.UnitY*level.Size.Y),
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null, Physics.CollisionLevel) != null)
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{
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position = tryPos;
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position = ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition);
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break;
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}
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@@ -67,7 +67,7 @@ namespace Barotrauma
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item = new Item(itemPrefab, position, null);
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item.MoveWithLevel = true;
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item.body.FarseerBody.GravityScale = 0.5f;
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item.body.FarseerBody.IsKinematic = true;
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//item.MoveWithLevel = true;
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}
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@@ -76,7 +76,10 @@ namespace Barotrauma
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switch (state)
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{
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case 0:
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//item.body.LinearVelocity = Vector2.Zero;
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if (item.Inventory!=null) item.body.FarseerBody.IsKinematic = false;
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if (item.CurrentHull == null) return;
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ShowMessage(state);
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state = 1;
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break;
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@@ -204,15 +204,39 @@ namespace Barotrauma
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}
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else
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{
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var msgBox = new GUIMessageBox("Game over", "Your entire crew has died!", new string[] { "Load game", "Quit" });
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msgBox.Buttons[0].OnClicked += GameMain.GameSession.LoadPrevious;
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msgBox.Buttons[0].OnClicked += msgBox.Close;
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msgBox.Buttons[1].OnClicked = GameMain.LobbyScreen.QuitToMainMenu;
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msgBox.Buttons[1].OnClicked += msgBox.Close;
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// var okButton = new GUIButton(new Rectangle(0, 0, 100, 30), "Ok", Alignment.BottomRight, GUI.Style, summaryFrame.children[0]);
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//okButton.OnClicked = (GUIButton button, object obj) => { GUIMessageBox.MessageBoxes.Dequeue(); return true; };
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// var msgBox = new GUIMessageBox("Game over", "Your entire crew has died!", new string[] { "Load game", "Quit" });
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// msgBox.Buttons[0].OnClicked += GameMain.GameSession.LoadPrevious;
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// msgBox.Buttons[0].OnClicked += msgBox.Close;
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// msgBox.Buttons[1].OnClicked = GameMain.LobbyScreen.QuitToMainMenu;
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// msgBox.Buttons[1].OnClicked += msgBox.Close;
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}
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GameMain.GameSession.EndShift("");
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if (!success)
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{
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var summaryScreen = GUIMessageBox.MessageBoxes.Peek();
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if (summaryScreen != null)
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{
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summaryScreen = summaryScreen.children[0];
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summaryScreen.RemoveChild(summaryScreen.children.Find(c => c is GUIButton));
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var okButton = new GUIButton(new Rectangle(-120, 0, 100, 30), "Load game", Alignment.BottomRight, GUI.Style, summaryScreen);
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okButton.OnClicked += GameMain.GameSession.LoadPrevious;
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okButton.OnClicked += (GUIButton button, object obj) => { GUIMessageBox.MessageBoxes.Dequeue(); return true; };
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var quitButton = new GUIButton(new Rectangle(0, 0, 100, 30), "Quit", Alignment.BottomRight, GUI.Style, summaryScreen);
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quitButton.OnClicked += GameMain.LobbyScreen.QuitToMainMenu;
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quitButton.OnClicked += (GUIButton button, object obj) => { GUIMessageBox.MessageBoxes.Dequeue(); return true; };
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}
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}
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CrewManager.EndShift();
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for (int i = Character.CharacterList.Count - 1; i >= 0; i--)
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{
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@@ -95,7 +95,7 @@ namespace Barotrauma
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int x = 0;
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foreach (Character character in gameSession.CrewManager.characters)
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{
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var characterFrame = new GUIFrame(new Rectangle(x, y, 170, 70), character.IsDead ? Color.DarkRed * 0.7f : Color.Transparent, GUI.Style, listBox);
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var characterFrame = new GUIFrame(new Rectangle(x, y, 170, 70), Color.Transparent, GUI.Style, listBox);
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characterFrame.OutlineColor = Color.Transparent;
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characterFrame.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
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characterFrame.CanBeFocused = false;
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@@ -162,7 +162,7 @@ namespace Barotrauma
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System.Diagnostics.Debug.Assert(false);
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return false;
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}
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Inventory otherInventory = Items[index].inventory;
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Inventory otherInventory = Items[index].Inventory;
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if (otherInventory != null && createNetworkEvent)
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{
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new Networking.NetworkEvent(Networking.NetworkEventType.InventoryUpdate, otherInventory.Owner.ID, true, true);
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@@ -213,7 +213,7 @@ namespace Barotrauma
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string toolTip = "";
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Rectangle highlightedSlot = Rectangle.Empty;
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if (doubleClickedItem!=null && doubleClickedItem.inventory!=this)
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if (doubleClickedItem!=null && doubleClickedItem.Inventory!=this)
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{
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TryPutItem(doubleClickedItem, doubleClickedItem.AllowedSlots, true);
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}
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@@ -222,7 +222,7 @@ namespace Barotrauma.Items.Components
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IsActive = true;
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if (hideItems || (item.body!=null && !item.body.Enabled)) item.body.Enabled = false;
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item.container = this.item;
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//item.Container = this.item;
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return true;
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}
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@@ -10,6 +10,8 @@ namespace Barotrauma.Items.Components
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{
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class Reactor : Powered
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{
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const float NetworkUpdateInterval = 3.0f;
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//the rate at which the reactor is being run un
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//higher rates generate more power (and heat)
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private float fissionRate;
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@@ -50,6 +52,9 @@ namespace Barotrauma.Items.Components
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private PropertyTask powerUpTask;
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private bool unsentChanges;
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private float sendUpdateTimer;
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[Editable, HasDefaultValue(9500.0f, true)]
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public float MeltDownTemp
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{
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@@ -248,6 +253,15 @@ namespace Barotrauma.Items.Components
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AvailableFuel = 0.0f;
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item.SendSignal(((int)temperature).ToString(), "temperature_out");
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sendUpdateTimer = Math.Max(sendUpdateTimer - deltaTime, 0.0f);
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if (unsentChanges && sendUpdateTimer<= 0.0f)
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{
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item.NewComponentEvent(this, true, true);
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sendUpdateTimer = NetworkUpdateInterval;
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unsentChanges = false;
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}
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}
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public override void UpdateBroken(float deltaTime, Camera cam)
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@@ -353,9 +367,7 @@ namespace Barotrauma.Items.Components
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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{
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IsActive = true;
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bool valueChanged = false;
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int width = GuiFrame.Rect.Width, height = GuiFrame.Rect.Height;
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int x = GuiFrame.Rect.X;
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int y = GuiFrame.Rect.Y;
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@@ -380,12 +392,12 @@ namespace Barotrauma.Items.Components
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spriteBatch.DrawString(GUI.Font, "Shutdown Temperature: " + shutDownTemp, new Vector2(x + 450, y + 80), Color.White);
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if (GUI.DrawButton(spriteBatch, new Rectangle(x + 450, y + 110, 40, 40), "+", true))
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{
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valueChanged = true;
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unsentChanges = true;
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ShutDownTemp += 100.0f;
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}
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if (GUI.DrawButton(spriteBatch, new Rectangle(x + 500, y + 110, 40, 40), "-", true))
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{
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valueChanged = true;
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unsentChanges = true;
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ShutDownTemp -= 100.0f;
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}
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@@ -393,7 +405,7 @@ namespace Barotrauma.Items.Components
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spriteBatch.DrawString(GUI.Font, "Automatic Temperature Control: " + ((autoTemp) ? "ON" : "OFF"), new Vector2(x + 450, y + 180), Color.White);
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if (GUI.DrawButton(spriteBatch, new Rectangle(x + 450, y + 210, 100, 40), ((autoTemp) ? "TURN OFF" : "TURN ON")))
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{
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valueChanged = true;
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unsentChanges = true;
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autoTemp = !autoTemp;
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}
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@@ -407,12 +419,12 @@ namespace Barotrauma.Items.Components
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if (GUI.DrawButton(spriteBatch, new Rectangle(x + 250, y + 30, 40, 40), "+", true))
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{
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valueChanged = true;
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unsentChanges = true;
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FissionRate += 1.0f;
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}
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if (GUI.DrawButton(spriteBatch, new Rectangle(x + 250, y + 80, 40, 40), "-", true))
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{
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valueChanged = true;
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unsentChanges = true;
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FissionRate -= 1.0f;
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}
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@@ -422,21 +434,17 @@ namespace Barotrauma.Items.Components
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if (GUI.DrawButton(spriteBatch, new Rectangle(x + 540, y + 30, 40, 40), "+", true))
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{
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valueChanged = true;
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unsentChanges = true;
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CoolingRate += 1.0f;
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}
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if (GUI.DrawButton(spriteBatch, new Rectangle(x + 540, y + 80, 40, 40), "-", true))
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{
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valueChanged = true;
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unsentChanges = true;
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CoolingRate -= 1.0f;
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}
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//y = y - 260;
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if (valueChanged)
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{
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item.NewComponentEvent(this, true, false);
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}
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}
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static void UpdateGraph<T>(IList<T> graph, T newValue)
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@@ -122,7 +122,7 @@ namespace Barotrauma.Items.Components
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}
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currPowerConsumption = MathHelper.Lerp(currPowerConsumption, rechargeSpeed, 0.05f);
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charge += currPowerConsumption*voltage / 3600.0f;
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Charge += currPowerConsumption*voltage / 3600.0f;
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}
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//provide power to the grid
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else if (gridLoad > 0.0f)
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@@ -100,7 +100,7 @@ namespace Barotrauma.Items.Components
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light.Submarine = item.CurrentHull.Submarine;
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}
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if (item.container != null)
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if (item.Container != null)
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{
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light.Color = Color.Transparent;
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return;
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@@ -133,7 +133,7 @@ namespace Barotrauma.Items.Components
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if (ic == this) continue;
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ic.Drop(null);
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}
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if (item.container != null) item.container.RemoveContained(this.item);
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if (item.Container != null) item.Container.RemoveContained(this.item);
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item.body.Enabled = false;
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@@ -156,7 +156,7 @@ namespace Barotrauma.Items.Components
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projectile.SetTransform(ConvertUnits.ToSimUnits(new Vector2(item.WorldRect.X + barrelPos.X, item.WorldRect.Y - barrelPos.Y)), -rotation);
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projectiles[0].Use(deltaTime);
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if (projectile.container != null) projectile.container.RemoveContained(projectile);
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if (projectile.Container != null) projectile.Container.RemoveContained(projectile);
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return true;
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}
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@@ -125,11 +125,11 @@ namespace Barotrauma
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if (removeItem)
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{
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item.Drop(null, false);
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if (item.inventory != null) item.inventory.RemoveItem(item);
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if (item.Inventory != null) item.Inventory.RemoveItem(item);
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}
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Items[i] = item;
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item.inventory = this;
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item.Inventory = this;
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if (item.body != null)
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{
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item.body.Enabled = false;
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@@ -152,7 +152,7 @@ namespace Barotrauma
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{
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if (Items[n] != item) continue;
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Items[n] = null;
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item.inventory = null;
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item.Inventory = null;
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}
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}
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@@ -201,7 +201,7 @@ namespace Barotrauma
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}
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}
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if (draggingItem != null && !draggingItemSlot.Contains(PlayerInput.MousePosition) && draggingItem.container == this.Owner)
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if (draggingItem != null && !draggingItemSlot.Contains(PlayerInput.MousePosition) && draggingItem.Container == this.Owner)
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{
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if (PlayerInput.GetMouseState.LeftButton == ButtonState.Pressed)
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{
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@@ -61,11 +61,29 @@ namespace Barotrauma
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private bool inWater;
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//the inventory in which the item is contained in
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public Inventory inventory;
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private Inventory inventory;
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//the inventory in which the item is contained in
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public Inventory Inventory
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{
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get
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{
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return inventory;
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}
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set
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{
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inventory = value;
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if (inventory != null) Container = inventory.Owner as Item;
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}
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}
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public Item Container
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{
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get;
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private set;
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}
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public Item container;
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public List<FixRequirement> FixRequirements;
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public override string Name
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@@ -354,7 +372,7 @@ namespace Barotrauma
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if (c == null) return;
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c.RemoveContained(contained);
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contained.container = null;
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contained.Container = null;
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}
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@@ -517,7 +535,7 @@ namespace Barotrauma
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//effect.Apply(type, deltaTime, null, Character);
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//ApplyStatusEffect(effect, type, deltaTime, null, Character, limb);
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if (container != null && effect.Targets.HasFlag(StatusEffect.TargetType.Parent)) targets.Add(container);
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if (Container != null && effect.Targets.HasFlag(StatusEffect.TargetType.Parent)) targets.Add(Container);
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//{
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// effect.Apply(type, deltaTime, container);
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// //container.ApplyStatusEffect(effect, type, deltaTime, container);
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@@ -558,7 +576,7 @@ namespace Barotrauma
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}
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ic.WasUsed = false;
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if (container != null) ic.ApplyStatusEffects(ActionType.OnContained, deltaTime);
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if (Container != null) ic.ApplyStatusEffects(ActionType.OnContained, deltaTime);
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if (!ic.IsActive) continue;
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@@ -1005,7 +1023,7 @@ namespace Barotrauma
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}
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}
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if (container!=null) container.RemoveContained(this);
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if (Container!=null) Container.RemoveContained(this);
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return true;
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}
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@@ -1079,7 +1097,7 @@ namespace Barotrauma
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foreach (ItemComponent ic in components) ic.Drop(dropper);
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if (container != null) container.RemoveContained(this);
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if (Container != null) Container.RemoveContained(this);
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}
|
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public void Equip(Character character)
|
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@@ -57,7 +57,7 @@ namespace Barotrauma
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item.Unequip(c);
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break;
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||||
}
|
||||
item.container = container.Item;
|
||||
//item.Container = container.Item;
|
||||
container.IsActive = true;
|
||||
}
|
||||
return wasPut;
|
||||
|
||||
@@ -233,7 +233,7 @@ namespace Barotrauma
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
if (item.CurrentHull != hull || item.FireProof || item.Condition <= 0.0f) continue;
|
||||
if (item.inventory != null) return;
|
||||
if (item.Inventory != null) return;
|
||||
|
||||
float range = (float)Math.Sqrt(size.X) * 10.0f;
|
||||
if (item.Position.X < position.X - range || item.Position.X > position.X + size.X + range) continue;
|
||||
|
||||
@@ -609,49 +609,29 @@ namespace Barotrauma.Networking
|
||||
|
||||
float endPreviewLength = 10.0f;
|
||||
|
||||
var cinematic = new TransitionCinematic(Submarine.Loaded, GameMain.GameScreen.Cam, endPreviewLength);
|
||||
|
||||
float secondsLeft = endPreviewLength;
|
||||
|
||||
do
|
||||
if (Screen.Selected == GameMain.GameScreen)
|
||||
{
|
||||
secondsLeft -= CoroutineManager.DeltaTime;
|
||||
var cinematic = new TransitionCinematic(Submarine.Loaded, GameMain.GameScreen.Cam, endPreviewLength);
|
||||
|
||||
//float camAngle = (float)((DateTime.Now - endTime).TotalSeconds / endPreviewLength) * MathHelper.TwoPi;
|
||||
//Vector2 offset = (new Vector2(
|
||||
// (float)Math.Cos(camAngle) * (Submarine.Borders.Width / 2.0f),
|
||||
// (float)Math.Sin(camAngle) * (Submarine.Borders.Height / 2.0f)));
|
||||
float secondsLeft = endPreviewLength;
|
||||
|
||||
//GameMain.GameScreen.Cam.TargetPos = Submarine.Loaded.Position + offset * 0.8f;
|
||||
//Game1.GameScreen.Cam.MoveCamera((float)deltaTime);
|
||||
do
|
||||
{
|
||||
secondsLeft -= CoroutineManager.DeltaTime;
|
||||
|
||||
//messageBox.Text = endMessage + "\nReturning to lobby in " + (int)secondsLeft + " s";
|
||||
//float camAngle = (float)((DateTime.Now - endTime).TotalSeconds / endPreviewLength) * MathHelper.TwoPi;
|
||||
//Vector2 offset = (new Vector2(
|
||||
// (float)Math.Cos(camAngle) * (Submarine.Borders.Width / 2.0f),
|
||||
// (float)Math.Sin(camAngle) * (Submarine.Borders.Height / 2.0f)));
|
||||
|
||||
yield return CoroutineStatus.Running;
|
||||
} while (secondsLeft > 0.0f);
|
||||
//GameMain.GameScreen.Cam.TargetPos = Submarine.Loaded.Position + offset * 0.8f;
|
||||
//Game1.GameScreen.Cam.MoveCamera((float)deltaTime);
|
||||
|
||||
//float endPreviewLength = 10.0f;
|
||||
//messageBox.Text = endMessage + "\nReturning to lobby in " + (int)secondsLeft + " s";
|
||||
|
||||
//DateTime endTime = DateTime.Now + new TimeSpan(0,0,0,0,(int)(1000.0f*endPreviewLength));
|
||||
//float secondsLeft = endPreviewLength;
|
||||
|
||||
//do
|
||||
//{
|
||||
// secondsLeft = (float)(endTime - DateTime.Now).TotalSeconds;
|
||||
|
||||
// float camAngle = (float)((DateTime.Now - endTime).TotalSeconds / endPreviewLength) * MathHelper.TwoPi;
|
||||
// Vector2 offset = (new Vector2(
|
||||
// (float)Math.Cos(camAngle) * (Submarine.Borders.Width / 2.0f),
|
||||
// (float)Math.Sin(camAngle) * (Submarine.Borders.Height / 2.0f)));
|
||||
|
||||
// GameMain.GameScreen.Cam.TargetPos = Submarine.Loaded.DrawPosition + offset * 0.8f;
|
||||
// //Game1.GameScreen.Cam.MoveCamera((float)deltaTime);
|
||||
|
||||
// messageBox.Text = endMessage + "\nReturning to lobby in " + (int)secondsLeft + " s";
|
||||
// yield return CoroutineStatus.Running;
|
||||
//} while (secondsLeft > 0.0f);
|
||||
|
||||
//messageBox.Close(null,null);
|
||||
yield return CoroutineStatus.Running;
|
||||
} while (secondsLeft > 0.0f);
|
||||
}
|
||||
|
||||
Submarine.Unload();
|
||||
|
||||
|
||||
@@ -90,6 +90,7 @@ namespace Barotrauma.Networking
|
||||
GUIFrame innerFrame = new GUIFrame(new Rectangle(0,0,400,400), null, Alignment.Center, GUI.Style, settingsFrame);
|
||||
|
||||
var randomizeLevelBox = new GUITickBox(new Rectangle(0, 0, 20, 20), "Randomize level seed", Alignment.Left, innerFrame);
|
||||
randomizeLevelBox.Selected = randomizeSeed;
|
||||
randomizeLevelBox.OnSelected = ToggleRandomizeSeed;
|
||||
|
||||
new GUITextBlock(new Rectangle(0, 35, 100, 20), "Submarine selection:", GUI.Style, innerFrame);
|
||||
|
||||
Binary file not shown.
Reference in New Issue
Block a user