(8e2e25260) Spawn multiple monsters using the same spatial and temporal spreading logic as in events.
This commit is contained in:
@@ -85,8 +85,7 @@ namespace Barotrauma
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{
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if (character.Inventory != null)
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{
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if (!character.LockHands && character.Stun < 0.1f &&
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(character.SelectedConstruction == null || character.SelectedConstruction.GetComponent<Controller>() == null))
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if (!character.LockHands && character.Stun < 0.1f)
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{
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character.Inventory.Update(deltaTime, cam);
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}
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@@ -321,7 +320,6 @@ namespace Barotrauma
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}
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if (character.Inventory != null && !character.LockHands)
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{
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character.Inventory.Locked = (character.SelectedConstruction != null && character.SelectedConstruction.GetComponent<Controller>() != null);
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character.Inventory.DrawOwn(spriteBatch);
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character.Inventory.CurrentLayout = CharacterHealth.OpenHealthWindow == null && character.SelectedCharacter == null ?
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CharacterInventory.Layout.Default :
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@@ -793,7 +793,7 @@ namespace Barotrauma
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base.Draw(spriteBatch);
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if (hideButton != null && hideButton.Visible && !Locked)
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if (hideButton != null && hideButton.Visible)
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{
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hideButton.DrawManually(spriteBatch, alsoChildren: true);
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}
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@@ -835,7 +835,6 @@ namespace Barotrauma
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color = Color.White;
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highlightedQuickUseSlot = slots[i];
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}
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if (Locked) { color *= 0.3f; }
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var quickUseIndicator = Items[i].AllowedSlots.Any(a => a == InvSlotType.Any) ?
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EquipIndicator : DropIndicator;
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@@ -820,9 +820,8 @@ namespace Barotrauma
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else
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{
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Sprite slotSprite = slot.SlotSprite ?? slotSpriteSmall;
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Color slotColor = slot.IsHighlighted ? Color.White : Color.White * 0.8f;
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if (inventory != null && inventory.Locked) { slotColor = Color.Gray * 0.5f; }
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spriteBatch.Draw(slotSprite.Texture, rect, slotSprite.SourceRect, slotColor);
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spriteBatch.Draw(slotSprite.Texture, rect, slotSprite.SourceRect, slot.IsHighlighted ? Color.White : Color.White * 0.8f);
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if (item != null && drawItem)
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{
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@@ -874,17 +873,14 @@ namespace Barotrauma
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}
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indicatorSprite.Draw(spriteBatch, containedIndicatorArea.Center.ToVector2(),
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(inventory != null && inventory.Locked) ? Color.DarkGray * 0.5f : Color.DarkGray * 0.9f,
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Color.DarkGray * 0.9f,
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origin: indicatorSprite.size / 2,
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rotate: 0.0f,
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scale: indicatorScale);
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Color indicatorColor = ToolBox.GradientLerp(containedState, Color.Red, Color.Orange, Color.Green);
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if (inventory != null && inventory.Locked) { indicatorColor *= 0.5f; }
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spriteBatch.Draw(indicatorSprite.Texture, containedIndicatorArea.Center.ToVector2(),
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sourceRectangle: new Rectangle(indicatorSprite.SourceRect.Location, new Point((int)(indicatorSprite.SourceRect.Width * containedState), indicatorSprite.SourceRect.Height)),
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color: indicatorColor,
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color: ToolBox.GradientLerp(containedState, Color.Red, Color.Orange, Color.Green),
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rotation: 0.0f,
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origin: indicatorSprite.size / 2,
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scale: indicatorScale,
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@@ -924,7 +920,6 @@ namespace Barotrauma
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}
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Color spriteColor = sprite == item.Sprite ? item.GetSpriteColor() : item.GetInventoryIconColor();
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if (inventory != null && inventory.Locked) { spriteColor *= 0.5f; }
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if (CharacterHealth.OpenHealthWindow != null && !item.UseInHealthInterface)
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{
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spriteColor = Color.Lerp(spriteColor, Color.TransparentBlack, 0.5f);
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@@ -936,10 +931,7 @@ namespace Barotrauma
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sprite.Draw(spriteBatch, itemPos, spriteColor, rotation, scale);
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}
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if (inventory != null &&
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!inventory.Locked &&
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Character.Controlled?.Inventory == inventory &&
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slot.QuickUseKey != Keys.None)
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if (inventory != null && Character.Controlled?.Inventory == inventory && slot.QuickUseKey != Keys.None)
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{
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GUI.DrawString(spriteBatch, rect.Location.ToVector2(),
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slot.QuickUseKey.ToString().Substring(1, 1),
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@@ -29,19 +29,38 @@ namespace Barotrauma
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monsterFile = prefab.ConfigElement.GetAttributeString("monsterfile", "");
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monsterCount = prefab.ConfigElement.GetAttributeInt("monstercount", 1);
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}
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public override void Start(Level level)
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{
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Level.Loaded.TryGetInterestingPosition(true, Level.PositionType.MainPath, Level.Loaded.Size.X * 0.3f, out Vector2 spawnPos);
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bool isClient = GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient;
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//bool isClient = GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient;
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//for (int i = 0; i < monsterCount; i++)
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//{
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// monsters.Add(Character.Create(monsterFile, spawnPos, ToolBox.RandomSeed(8), null, isClient, true, false));
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//}
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//monsters.ForEach(m => m.Enabled = false);
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//SwarmBehavior.CreateSwarm(monsters.Cast<AICharacter>());
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//sonarPositions.Add(spawnPos);
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float offsetAmount = 500;
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for (int i = 0; i < monsterCount; i++)
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{
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monsters.Add(Character.Create(monsterFile, spawnPos, ToolBox.RandomSeed(8), null, isClient, true, false));
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CoroutineManager.InvokeAfter(() =>
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{
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bool isClient = GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient;
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var monster = Character.Create(monsterFile, spawnPos + Rand.Vector(offsetAmount, Rand.RandSync.Server), i.ToString(), null, isClient, true, true);
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monster.Enabled = false;
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monsters.Add(monster);
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if (monsters.Count == monsterCount)
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{
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//this will do nothing if the monsters have no swarm behavior defined,
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//otherwise it'll make the spawned characters act as a swarm
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SwarmBehavior.CreateSwarm(monsters.Cast<AICharacter>());
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sonarPositions.Add(spawnPos);
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}
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}, Rand.Range(0f, monsterCount / 2, Rand.RandSync.Server));
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}
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monsters.ForEach(m => m.Enabled = false);
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SwarmBehavior.CreateSwarm(monsters.Cast<AICharacter>());
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sonarPositions.Add(spawnPos);
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}
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public override void Update(float deltaTime)
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