Added HhyperDescriptor, sorting backgroundsprites according to texture

This commit is contained in:
Regalis11
2015-12-21 12:12:31 +02:00
parent 2ff8643c02
commit 63dd5e1bf6
11 changed files with 708 additions and 4 deletions
+4
View File
@@ -1155,6 +1155,10 @@
<Project>{0aad36e3-51a5-4a07-ab60-5c8a66bd38b7}</Project>
<Name>Farseer Physics MonoGame</Name>
</ProjectReference>
<ProjectReference Include="..\Hyper.ComponentModel\Hyper.ComponentModel.csproj">
<Project>{3b8f9edb-6e5e-450c-abc2-ec49075d0b50}</Project>
<Name>Hyper.ComponentModel</Name>
</ProjectReference>
<ProjectReference Include="..\Lidgren.Network\Lidgren.Network.csproj">
<Project>{49ba1c69-6104-41ac-a5d8-b54fa9f696e8}</Project>
<Name>Lidgren.Network</Name>
+1 -1
View File
@@ -9,7 +9,7 @@
<ErrorReportUrlHistory />
<FallbackCulture>en-US</FallbackCulture>
<VerifyUploadedFiles>false</VerifyUploadedFiles>
<ProjectView>ShowAllFiles</ProjectView>
<ProjectView>ProjectFiles</ProjectView>
</PropertyGroup>
<PropertyGroup>
<ReferencePath>
@@ -49,7 +49,20 @@ namespace Barotrauma
BackgroundSpritePrefab prefab = GetRandomPrefab();
Vector2 pos = FindSpritePosition(level, prefab);
sprites.Add(new BackgroundSprite(prefab, pos));
var newSprite = new BackgroundSprite(prefab, pos);
int n = 0;
while (n < sprites.Count)
{
n++;
Sprite existingSprite = sprites[n - 1].Prefab.Sprite;
if (existingSprite == null) continue;
if (existingSprite.Texture == newSprite.Prefab.Sprite.Texture) break;
}
sprites.Insert(i, newSprite);
}
}
+3
View File
@@ -150,6 +150,9 @@ namespace Barotrauma
CurrGraphicsDevice = GraphicsDevice;
Hyper.ComponentModel.HyperTypeDescriptionProvider.Add(typeof(Character));
Hyper.ComponentModel.HyperTypeDescriptionProvider.Add(typeof(Item));
//Event.Init("Content/randomevents.xml");
}