List of previously used mapentities in editor, waypoint sprites, properly generating waypoints for hatches, waypoint paths are saved in editor instead of generating them on loading, gap particle bugfix, separate waypoint and spawnpoint prefabs, turret rotation limits visible in editor, hatch convexhull fix, new railgunloader sprite
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@@ -89,25 +89,31 @@ namespace Barotrauma
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public static void Init()
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{
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MapEntityPrefab ep = new MapEntityPrefab();
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ep.name = "hull";
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ep.name = "Hull";
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ep.Description = "Hulls determine which parts are considered to be ''inside the sub''. Generally every room should be enclosed by a hull.";
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ep.constructor = typeof(Hull).GetConstructor(new Type[] { typeof(Rectangle) });
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ep.constructor = typeof(Hull).GetConstructor(new Type[] { typeof(MapEntityPrefab), typeof(Rectangle) });
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ep.resizeHorizontal = true;
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ep.resizeVertical = true;
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list.Add(ep);
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ep = new MapEntityPrefab();
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ep.name = "gap";
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ep.name = "Gap";
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ep.Description = "Gaps allow water and air to flow between two hulls. ";
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ep.constructor = typeof(Gap).GetConstructor(new Type[] { typeof(Rectangle) });
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ep.constructor = typeof(Gap).GetConstructor(new Type[] { typeof(MapEntityPrefab), typeof(Rectangle) });
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ep.resizeHorizontal = true;
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ep.resizeVertical = true;
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list.Add(ep);
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ep = new MapEntityPrefab();
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ep.name = "waypoint";
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ep.constructor = typeof(WayPoint).GetConstructor(new Type[] { typeof(Rectangle) });
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ep.name = "Waypoint";
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ep.constructor = typeof(WayPoint).GetConstructor(new Type[] { typeof(MapEntityPrefab), typeof(Rectangle) });
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list.Add(ep);
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ep = new MapEntityPrefab();
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ep.name = "Spawnpoint";
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ep.constructor = typeof(WayPoint).GetConstructor(new Type[] { typeof(MapEntityPrefab), typeof(Rectangle) });
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list.Add(ep);
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}
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@@ -121,7 +127,7 @@ namespace Barotrauma
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GUI.DrawLine(spriteBatch, new Vector2(position.X-GameMain.GraphicsWidth, -position.Y), new Vector2(position.X+GameMain.GraphicsWidth, -position.Y), Color.White);
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GUI.DrawLine(spriteBatch, new Vector2(position.X, position.Y - GameMain.GraphicsHeight), new Vector2(position.X, position.Y+GameMain.GraphicsHeight), Color.White);
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GUI.DrawLine(spriteBatch, new Vector2(position.X, -(position.Y - GameMain.GraphicsHeight)), new Vector2(position.X, -(position.Y + GameMain.GraphicsHeight)), Color.White);
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if (PlayerInput.GetMouseState.LeftButton == ButtonState.Pressed) placePosition = position;
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}
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@@ -138,7 +144,7 @@ namespace Barotrauma
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if (PlayerInput.GetMouseState.LeftButton == ButtonState.Released)
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{
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object[] lobject = new object[] { newRect };
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object[] lobject = new object[] { this, newRect };
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constructor.Invoke(lobject);
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placePosition = Vector2.Zero;
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selected = null;
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