38f1ddb...178a853: v0.8.9.1, removed content folder
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@@ -7,8 +7,28 @@ namespace Barotrauma
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{
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partial class Screen
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{
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private GUIFrame frame;
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public GUIFrame Frame
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{
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get
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{
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if (frame == null)
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{
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frame = new GUIFrame(new RectTransform(Vector2.One, GUICanvas.Instance), style: null)
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{
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CanBeFocused = false
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};
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}
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return frame;
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}
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}
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/// <summary>
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/// By default, creates a new frame for the screen and adds all elements to the gui update list.
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/// </summary>
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public virtual void AddToGUIUpdateList()
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{
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Frame.AddToGUIUpdateList();
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}
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public virtual void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
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@@ -43,26 +63,6 @@ namespace Barotrauma
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GUI.ScreenOverlayColor = to;
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yield return CoroutineStatus.Success;
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}
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protected void DrawSubmarineIndicator(SpriteBatch spriteBatch, Submarine submarine, Color color)
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{
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Vector2 subDiff = submarine.WorldPosition - Cam.WorldViewCenter;
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if (Math.Abs(subDiff.X) > Cam.WorldView.Width || Math.Abs(subDiff.Y) > Cam.WorldView.Height)
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{
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Vector2 normalizedSubDiff = Vector2.Normalize(subDiff);
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Vector2 iconPos =
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Cam.WorldToScreen(Cam.WorldViewCenter) +
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new Vector2(normalizedSubDiff.X * GameMain.GraphicsWidth * 0.4f, -normalizedSubDiff.Y * GameMain.GraphicsHeight * 0.4f);
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GUI.SubmarineIcon.Draw(spriteBatch, iconPos, color);
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Vector2 arrowOffset = normalizedSubDiff * GUI.SubmarineIcon.size.X * 0.7f;
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arrowOffset.Y = -arrowOffset.Y;
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GUI.Arrow.Draw(spriteBatch, iconPos + arrowOffset, color, MathUtils.VectorToAngle(arrowOffset) + MathHelper.PiOver2);
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}
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}
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}
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}
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}
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