Unstable v0.10.6.0 (October 13th 2020)

This commit is contained in:
Juan Pablo Arce
2020-10-13 12:59:45 -03:00
parent 768f516e7c
commit 6b36bf809d
59 changed files with 1036 additions and 421 deletions
@@ -70,6 +70,7 @@ namespace Barotrauma.Items.Components
[Serialize(false, false, description: "Should the inventory of this item be kept open when the item is equipped by a character.")]
public bool KeepOpenWhenEquipped { get; set; }
[Serialize(false, false, description: "Can the inventory of this item be moved around on the screen by the player.")]
public bool MovableFrame { get; set; }
@@ -162,6 +163,30 @@ namespace Barotrauma.Items.Components
}
}
public bool KeepOpenWhenEquippedBy(Character character)
{
if (!character.CanAccessInventory(Inventory) ||
!KeepOpenWhenEquipped ||
!character.HasEquippedItem(Item))
{
return false;
}
//if holding 2 different "always open" items in different hands, don't force them to stay open
if (character.SelectedItems[0] != null &&
character.SelectedItems[1] != null &&
character.SelectedItems[0] != character.SelectedItems[1])
{
if ((character.SelectedItems[0].GetComponent<ItemContainer>()?.KeepOpenWhenEquipped ?? false) &&
(character.SelectedItems[1].GetComponent<ItemContainer>()?.KeepOpenWhenEquipped ?? false))
{
return false;
}
}
return true;
}
public void Draw(SpriteBatch spriteBatch, bool editing = false, float itemDepth = -1)
{
if (hideItems || (item.body != null && !item.body.Enabled)) { return; }