v0.12.0.2

This commit is contained in:
Joonas Rikkonen
2021-02-10 17:08:21 +02:00
parent 5c80a59bdd
commit 694cdfee7b
353 changed files with 12897 additions and 5028 deletions
@@ -190,7 +190,7 @@ namespace Barotrauma.Items.Components
};
}
new GUITextBlock(new RectTransform(new Vector2(0.85f, 1f), container.RectTransform), fi.DisplayName)
new GUITextBlock(new RectTransform(new Vector2(0.85f, 1f), container.RectTransform), GetRecipeNameAndAmount(fi))
{
Padding = Vector4.Zero,
AutoScaleVertical = true,
@@ -199,6 +199,21 @@ namespace Barotrauma.Items.Components
}
}
private string GetRecipeNameAndAmount(FabricationRecipe fabricationRecipe)
{
if (fabricationRecipe == null) { return ""; }
if (fabricationRecipe.Amount > 1)
{
return TextManager.GetWithVariables("fabricationrecipenamewithamount",
new string[2] { "[name]", "[amount]" },
new string[2] { fabricationRecipe.DisplayName, fabricationRecipe.Amount.ToString() });
}
else
{
return fabricationRecipe.DisplayName;
}
}
partial void OnItemLoadedProjSpecific()
{
inputContainer.AllowUIOverlap = true;
@@ -212,11 +227,11 @@ namespace Barotrauma.Items.Components
// TODO, This works fine as of now but if GUI.PreventElementOverlap ever gets fixed this block of code may become obsolete or detrimental.
// Only do this if there's only one linked component. If you link more containers then may
// GUI.PreventElementOverlap have mercy on your HUD layout
if (GuiFrame != null && item.linkedTo.Count(entity => entity is Item item && item.DisplaySideBySideWhenLinked) == 1)
if (GuiFrame != null && item.linkedTo.Count(entity => entity is Item { DisplaySideBySideWhenLinked: true }) == 1)
{
foreach (MapEntity linkedTo in item.linkedTo)
{
if (!(linkedTo is Item linkedItem) || !linkedItem.DisplaySideBySideWhenLinked) { continue; }
if (!(linkedTo is Item { DisplaySideBySideWhenLinked: true } linkedItem)) { continue; }
if (!linkedItem.Components.Any()) { continue; }
var itemContainer = linkedItem.GetComponent<ItemContainer>();
@@ -225,8 +240,8 @@ namespace Barotrauma.Items.Components
// how much spacing do we want between the components
var padding = (int) (8 * GUI.Scale);
// Move the linked container to the right and move the fabricator to the left
itemContainer.GuiFrame.RectTransform.AbsoluteOffset = new Point(-100, 0);
GuiFrame.RectTransform.AbsoluteOffset = new Point(100, 0);
itemContainer.GuiFrame.RectTransform.AbsoluteOffset = new Point(GuiFrame.Rect.Width / -2 - padding, 0);
GuiFrame.RectTransform.AbsoluteOffset = new Point(itemContainer.GuiFrame.Rect.Width / 2 + padding, 0);
}
}
@@ -287,9 +302,8 @@ namespace Barotrauma.Items.Components
missingItems.Add(requiredItem);
}
}
foreach (Item item in inputContainer.Inventory.Items)
foreach (Item item in inputContainer.Inventory.AllItems)
{
if (item == null) { continue; }
missingItems.Remove(missingItems.FirstOrDefault(mi => mi.ItemPrefabs.Contains(item.prefab)));
}
@@ -297,7 +311,7 @@ namespace Barotrauma.Items.Components
foreach (FabricationRecipe.RequiredItem requiredItem in missingItems)
{
while (slotIndex < inputContainer.Capacity && inputContainer.Inventory.Items[slotIndex] != null)
while (slotIndex < inputContainer.Capacity && inputContainer.Inventory.GetItemAt(slotIndex) != null)
{
slotIndex++;
}
@@ -307,17 +321,17 @@ namespace Barotrauma.Items.Components
{
if (item.ParentInventory != inputContainer.Inventory && IsItemValidIngredient(item, requiredItem))
{
int availableSlotIndex = Array.IndexOf(item.ParentInventory.Items, item);
int availableSlotIndex = item.ParentInventory.FindIndex(item);
//slots are null if the inventory has never been displayed
//(linked item, but the UI is not set to be displayed at the same time)
if (item.ParentInventory.slots != null)
if (item.ParentInventory.visualSlots != null)
{
if (item.ParentInventory.slots[availableSlotIndex].HighlightTimer <= 0.0f)
if (item.ParentInventory.visualSlots[availableSlotIndex].HighlightTimer <= 0.0f)
{
item.ParentInventory.slots[availableSlotIndex].ShowBorderHighlight(GUI.Style.Green, 0.5f, 0.5f, 0.2f);
item.ParentInventory.visualSlots[availableSlotIndex].ShowBorderHighlight(GUI.Style.Green, 0.5f, 0.5f, 0.2f);
if (slotIndex < inputContainer.Capacity)
{
inputContainer.Inventory.slots[slotIndex].ShowBorderHighlight(GUI.Style.Green, 0.5f, 0.5f, 0.2f);
inputContainer.Inventory.visualSlots[slotIndex].ShowBorderHighlight(GUI.Style.Green, 0.5f, 0.5f, 0.2f);
}
}
}
@@ -327,7 +341,7 @@ namespace Barotrauma.Items.Components
if (slotIndex >= inputContainer.Capacity) { break; }
var itemIcon = requiredItem.ItemPrefabs.First().InventoryIcon ?? requiredItem.ItemPrefabs.First().sprite;
Rectangle slotRect = inputContainer.Inventory.slots[slotIndex].Rect;
Rectangle slotRect = inputContainer.Inventory.visualSlots[slotIndex].Rect;
itemIcon.Draw(
spriteBatch,
slotRect.Center.ToVector2(),
@@ -367,14 +381,12 @@ namespace Barotrauma.Items.Components
{
overlayComponent.RectTransform.SetAsLastChild();
if (outputContainer.Inventory.Items.First() != null) { return; }
FabricationRecipe targetItem = fabricatedItem ?? selectedItem;
if (targetItem != null)
{
var itemIcon = targetItem.TargetItem.InventoryIcon ?? targetItem.TargetItem.sprite;
Rectangle slotRect = outputContainer.Inventory.slots[0].Rect;
Rectangle slotRect = outputContainer.Inventory.visualSlots[0].Rect;
if (fabricatedItem != null)
{
@@ -449,8 +461,10 @@ namespace Barotrauma.Items.Components
Color = selectedItem.TargetItem.InventoryIconColor
};
}*/
var nameBlock = new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.0f), paddedFrame.RectTransform),
selectedItem.TargetItem.Name, textAlignment: Alignment.CenterLeft, textColor: Color.Aqua, font: GUI.SubHeadingFont)
GetRecipeNameAndAmount(selectedItem), textAlignment: Alignment.CenterLeft, textColor: Color.Aqua, font: GUI.SubHeadingFont)
{
AutoScaleHorizontal = true
};
@@ -539,7 +553,7 @@ namespace Barotrauma.Items.Components
private bool StartButtonClicked(GUIButton button, object obj)
{
if (selectedItem == null) { return false; }
if (!outputContainer.Inventory.IsEmpty())
if (fabricatedItem == null && !outputContainer.Inventory.CanBePut(selectedItem.TargetItem))
{
outputSlot.Flash(GUI.Style.Red);
return false;