(ecda2cb2a) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
This commit is contained in:
@@ -200,9 +200,13 @@ namespace Barotrauma
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{
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{
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cam.OffsetAmount = 0.0f;
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cam.OffsetAmount = 0.0f;
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}
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}
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else if (SelectedConstruction != null && SelectedConstruction.Components.Any(ic => (ic.GuiFrame != null && GUI.IsMouseOn(ic.GuiFrame))))
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else if (SelectedConstruction != null && ViewTarget == null &&
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SelectedConstruction.Components.Any(ic => ic?.GuiFrame != null && ic.ShouldDrawHUD(this)))
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{
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{
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cam.OffsetAmount = 0.0f;
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cam.OffsetAmount = 0.0f;
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cursorPosition =
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SelectedConstruction.Position +
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new Vector2(cursorPosition.X % 10.0f, cursorPosition.Y % 10.0f); //apply a little bit of movement to the cursor pos to prevent AFK kicking
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}
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}
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else if (Lights.LightManager.ViewTarget == this && Vector2.DistanceSquared(AnimController.Limbs[0].SimPosition, mouseSimPos) > 1.0f)
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else if (Lights.LightManager.ViewTarget == this && Vector2.DistanceSquared(AnimController.Limbs[0].SimPosition, mouseSimPos) > 1.0f)
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{
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{
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@@ -210,7 +214,7 @@ namespace Barotrauma
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{
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{
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if (deltaTime > 0.0f) cam.OffsetAmount = 0.0f;
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if (deltaTime > 0.0f) cam.OffsetAmount = 0.0f;
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}
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}
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else if (Lights.LightManager.ViewTarget == this && Vector2.DistanceSquared(AnimController.Limbs[0].SimPosition, mouseSimPos) > 1.0f)
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else
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{
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{
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Body body = Submarine.CheckVisibility(AnimController.Limbs[0].SimPosition, mouseSimPos);
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Body body = Submarine.CheckVisibility(AnimController.Limbs[0].SimPosition, mouseSimPos);
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Structure structure = body == null ? null : body.UserData as Structure;
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Structure structure = body == null ? null : body.UserData as Structure;
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@@ -11,19 +11,16 @@ namespace Barotrauma
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protected override void ControlInput(Camera cam)
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protected override void ControlInput(Camera cam)
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{
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{
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base.ControlInput(cam);
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base.ControlInput(cam);
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if (BackgroundFrame.Contains(PlayerInput.MousePosition))
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cam.OffsetAmount = 0;
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//if this is used, we need to implement syncing this inventory with the server
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/*Character.DisableControls = true;
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if (Character.Controlled != null)
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{
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{
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cam.OffsetAmount = 0;
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if (PlayerInput.KeyHit(InputType.Select))
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//if this is used, we need to implement syncing this inventory with the server
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/*Character.DisableControls = true;
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if (Character.Controlled != null)
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{
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{
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if (PlayerInput.KeyHit(InputType.Select))
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Character.Controlled.SelectedConstruction = null;
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{
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}
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Character.Controlled.SelectedConstruction = null;
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}*/
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}
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}*/
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}
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}
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}
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protected override void CalculateBackgroundFrame()
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protected override void CalculateBackgroundFrame()
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@@ -407,7 +407,7 @@ namespace Barotrauma.Lights
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/// <summary>
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/// <summary>
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/// Returns the segments that are facing towards viewPosition
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/// Returns the segments that are facing towards viewPosition
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/// </summary>
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/// </summary>
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public void GetVisibleSegments(Vector2 viewPosition, List<Segment> visibleSegments)
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public void GetVisibleSegments(Vector2 viewPosition, List<Segment> visibleSegments, bool ignoreEdges)
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{
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{
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for (int i = 0; i < 4; i++)
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for (int i = 0; i < 4; i++)
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{
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{
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@@ -453,7 +453,7 @@ namespace Barotrauma.Lights
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foreach (ConvexHull hull in hulls)
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foreach (ConvexHull hull in hulls)
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{
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{
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hull.RefreshWorldPositions();
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hull.RefreshWorldPositions();
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hull.GetVisibleSegments(drawPos, visibleSegments);
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hull.GetVisibleSegments(drawPos, visibleSegments, ignoreEdges: false);
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}
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}
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//Generate new points at the intersections between segments
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//Generate new points at the intersections between segments
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@@ -1147,7 +1147,7 @@ namespace Barotrauma
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{
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{
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//Limb head = AnimController.GetLimb(LimbType.Head);
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//Limb head = AnimController.GetLimb(LimbType.Head);
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// Values lower than this seem to cause constantious flipping when the mouse is near the player and the player is running, because the root collider moves after flipping.
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// Values lower than this seem to cause constantious flipping when the mouse is near the player and the player is running, because the root collider moves after flipping.
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float followMargin = 30;
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float followMargin = 40;
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if (dontFollowCursor)
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if (dontFollowCursor)
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{
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{
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AnimController.TargetDir = Direction.Right;
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AnimController.TargetDir = Direction.Right;
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