Respawn shuttle transport duration can be adjusted or set to unlimited (= shuttle won't leave after spawning), subs with the HideInMenus tag aren't shown in menus, respawn info msgs are shown to all players
This commit is contained in:
@@ -10,7 +10,7 @@ namespace Barotrauma
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public class GUIDropDown : GUIComponent
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{
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public delegate bool OnSelectedHandler(GUIComponent selected);
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public delegate bool OnSelectedHandler(GUIComponent selected, object obj = null);
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public OnSelectedHandler OnSelected;
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private GUIButton button;
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@@ -126,7 +126,7 @@ namespace Barotrauma
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Dropped = false;
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if (OnSelected != null) OnSelected(component);
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if (OnSelected != null) OnSelected(component, component.UserData);
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return true;
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}
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@@ -348,7 +348,7 @@ namespace Barotrauma
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displayModeDD.SelectItem(GameMain.Config.WindowMode);
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displayModeDD.OnSelected = (guiComponent) => { GameMain.Config.WindowMode = (WindowMode)guiComponent.UserData; return true; };
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displayModeDD.OnSelected = (guiComponent, obj) => { GameMain.Config.WindowMode = (WindowMode)guiComponent.UserData; return true; };
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y += 70;
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@@ -408,7 +408,7 @@ namespace Barotrauma
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return true;
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}
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private bool SelectResolution(GUIComponent selected)
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private bool SelectResolution(GUIComponent selected, object userData)
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{
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DisplayMode mode = selected.UserData as DisplayMode;
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if (mode == null) return false;
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@@ -57,14 +57,14 @@ namespace Barotrauma.Networking
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}
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[HasDefaultValue(120.0f, true)]
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[HasDefaultValue(300.0f, true)]
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public float RespawnInterval
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{
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get;
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private set;
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}
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[HasDefaultValue(60.0f, true)]
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[HasDefaultValue(180.0f, true)]
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public float MaxTransportTime
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{
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get;
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@@ -236,7 +236,7 @@ namespace Barotrauma.Networking
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{
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settingsFrame = new GUIFrame(new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.Black * 0.5f);
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GUIFrame innerFrame = new GUIFrame(new Rectangle(0, 0, 400, 420), null, Alignment.Center, GUI.Style, settingsFrame);
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GUIFrame innerFrame = new GUIFrame(new Rectangle(0, 0, 400, 430), null, Alignment.Center, GUI.Style, settingsFrame);
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innerFrame.Padding = new Vector4(20.0f, 20.0f, 20.0f, 20.0f);
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new GUITextBlock(new Rectangle(0, -5, 0, 20), "Settings", GUI.Style, innerFrame, GUI.LargeFont);
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@@ -361,14 +361,44 @@ namespace Barotrauma.Networking
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minRespawnSlider.BarScroll = MinRespawnRatio;
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minRespawnSlider.OnMoved = (GUIScrollBar scrollBar, float barScroll) =>
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{
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GUITextBlock voteText = scrollBar.UserData as GUITextBlock;
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GUITextBlock txt = scrollBar.UserData as GUITextBlock;
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MinRespawnRatio = barScroll;
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voteText.Text = "Minimum players to respawn: " + (int)MathUtils.Round(MinRespawnRatio * 100.0f, 10.0f) + " %";
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txt.Text = "Minimum players to respawn: " + (int)MathUtils.Round(MinRespawnRatio * 100.0f, 10.0f) + " %";
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return true;
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};
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minRespawnSlider.OnMoved(minRespawnSlider, MinRespawnRatio);
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y += 35;
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var respawnDurationText = new GUITextBlock(new Rectangle(0, y, 200, 20), "Duration of respawn transport", GUI.Style, settingsTabs[0]);
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respawnDurationText.ToolTip = "The amount of time respawned players have to navigate the respawn shuttle to the main submarine. " +
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"After the duration expires, the shuttle will automatically head back out of the level.";
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var respawnDurationSlider = new GUIScrollBar(new Rectangle(150, y + 22, 100, 10), GUI.Style, 0.1f, settingsTabs[0]);
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respawnDurationSlider.ToolTip = minRespawnText.ToolTip;
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respawnDurationSlider.UserData = respawnDurationText;
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respawnDurationSlider.Step = 0.1f;
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respawnDurationSlider.BarScroll = MinRespawnRatio;
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respawnDurationSlider.OnMoved = (GUIScrollBar scrollBar, float barScroll) =>
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{
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GUITextBlock txt = scrollBar.UserData as GUITextBlock;
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if (barScroll == 1.0f)
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{
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MaxTransportTime = 0;
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txt.Text = "Duration of respawn transport: unlimited";
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}
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else
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{
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MaxTransportTime = barScroll * 600.0f + 60.0f;
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txt.Text = "Duration of respawn transport: " + ToolBox.SecondsToReadableTime(MaxTransportTime);
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}
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return true;
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};
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respawnDurationSlider.OnMoved(respawnDurationSlider, (MaxTransportTime - 60.0f)/600.0f);
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y += 40;
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@@ -391,10 +391,9 @@ namespace Barotrauma.Networking
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string respawnInfo = "";
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if (respawnManager.CurrentState == RespawnManager.State.Waiting &&
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respawnManager.CountdownStarted &&
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myCharacter != null && myCharacter.IsDead)
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respawnManager.CountdownStarted)
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{
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respawnInfo = respawnManager.RespawnTimer <= 0.0f ? "" : "Respawning in " + ToolBox.SecondsToReadableTime(respawnManager.RespawnTimer);
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respawnInfo = respawnManager.RespawnTimer <= 0.0f ? "" : "Respawn Shuttle dispatching in " + ToolBox.SecondsToReadableTime(respawnManager.RespawnTimer);
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}
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else if (respawnManager.CurrentState == RespawnManager.State.Transporting)
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@@ -405,7 +404,7 @@ namespace Barotrauma.Networking
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if (!string.IsNullOrEmpty(respawnInfo))
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{
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GUI.DrawString(spriteBatch,
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new Vector2(GameMain.GraphicsWidth - 300.0f, 20),
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new Vector2(GameMain.GraphicsWidth - 400.0f, 20),
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respawnInfo, Color.White, null, 0, GUI.SmallFont);
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}
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@@ -178,6 +178,9 @@ namespace Barotrauma.Networking
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networkMember.AddChatMessage("The shuttle will automatically return back to the outpost. Please leave the shuttle immediately.", ChatMessageType.Server);
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}
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//infinite transport time -> shuttle wont return
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if (maxTransportTime < 0.1f) return;
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var server = networkMember as GameServer;
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if (server == null) return;
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@@ -196,15 +199,6 @@ namespace Barotrauma.Networking
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shuttleReturnTimer = maxTransportTime;
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shuttleTransportTimer = maxTransportTime;
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}
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//shuttleReturnTimer += deltaTime;
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//if (shuttleReturnTimer > 10.0f)
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//{
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// state = State.Returning;
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// server.SendRespawnManagerMsg();
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// shuttleReturnTimer = 0.0f;
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//}
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}
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private void UpdateReturning(float deltaTime)
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@@ -477,7 +471,7 @@ namespace Barotrauma.Networking
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CoroutineManager.StartCoroutine(ForceShuttleToPos(Level.Loaded.StartPosition - Vector2.UnitY * Level.ShaftHeight, 100.0f), "forcepos");
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break;
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case State.Waiting:
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CountdownStarted = true;
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CountdownStarted = inc.ReadBoolean();
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ResetShuttle();
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@@ -363,7 +363,7 @@ namespace Barotrauma
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new GUITextBlock(new Rectangle(0,y,150,20), "Name:", GUI.Style, saveFrame);
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y += 20;
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nameBox = new GUITextBox(new Rectangle(5, y, 150, 20), GUI.Style, saveFrame);
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nameBox = new GUITextBox(new Rectangle(5, y, 250, 20), GUI.Style, saveFrame);
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nameBox.OnEnterPressed = ChangeSubName;
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nameBox.Text = GetSubName();
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@@ -376,8 +376,7 @@ namespace Barotrauma
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Alignment.TopLeft, GUI.Style, saveFrame);
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descriptionBox.Wrap = true;
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descriptionBox.Text = Submarine.MainSub == null ? "" : Submarine.MainSub.Description;
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descriptionBox.OnSelected += ExpandDescriptionBox;
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descriptionBox.OnTextChanged = ChangeSubDescription;
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descriptionBox.OnEnterPressed = ChangeSubDescription;
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y += descriptionBox.Rect.Height + 15;
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new GUITextBlock(new Rectangle(0, y, 150, 20), "Settings:", GUI.Style, saveFrame);
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@@ -675,7 +674,7 @@ namespace Barotrauma
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return frame;
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}
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private bool SelectLinkedSub(GUIComponent selected)
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private bool SelectLinkedSub(GUIComponent selected, object userData)
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{
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var submarine = selected.UserData as Submarine;
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if (submarine == null) return false;
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@@ -747,7 +746,7 @@ namespace Barotrauma
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textBox.UserData = text;
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}
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textBox.Rect = new Rectangle(textBox.Rect.Location, new Point(textBox.Rect.Width, 20));
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// textBox.Rect = new Rectangle(textBox.Rect.Location, new Point(textBox.Rect.Width, 20));
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textBox.Text = ToolBox.LimitString(text, 15);
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@@ -756,21 +755,7 @@ namespace Barotrauma
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return true;
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}
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private void ExpandDescriptionBox(GUITextBox textBox, Keys key)
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{
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if (Submarine.MainSub != null)
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{
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textBox.Text = Submarine.MainSub.Description;
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}
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else if (textBox.UserData is string)
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{
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textBox.Text = (string)textBox.UserData;
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}
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textBox.Rect = new Rectangle(textBox.Rect.Location, new Point(textBox.Rect.Width, 150));
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}
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private bool SelectPrefab(GUIComponent component, object obj)
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{
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AddPreviouslyUsed(obj as MapEntityPrefab);
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@@ -2,6 +2,7 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Barotrauma.Networking;
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using System.Linq;
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using System.Xml.Linq;
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using System.IO;
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@@ -91,6 +92,8 @@ namespace Barotrauma
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new GUITextBlock(new Rectangle(0, 0, 0, 30), "Selected submarine:", null, null, Alignment.Left, GUI.Style, menuTabs[(int)Tab.NewGame]);
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mapList = new GUIListBox(new Rectangle(0, 30, 200, panelRect.Height-100), GUI.Style, menuTabs[(int)Tab.NewGame]);
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var subsToShow = Submarine.SavedSubmarines.Where(s => !s.HasTag(SubmarineTag.HideInMenus));
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foreach (Submarine sub in Submarine.SavedSubmarines)
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{
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new GUITextBlock(
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@@ -224,7 +224,7 @@ namespace Barotrauma
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new GUITextBlock(new Rectangle(columnX, 120, 20, 20), "Respawn shuttle:", GUI.Style, infoFrame);
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shuttleList = new GUIDropDown(new Rectangle(columnX, 150, 200, 20), "", GUI.Style, infoFrame);
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//gamemode ------------------------------------------------------------------
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@@ -345,7 +345,7 @@ namespace Barotrauma
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//GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
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subList.Enabled = GameMain.Server != null || GameMain.NetworkMember.Voting.AllowSubVoting;
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shuttleList.Enabled = subList.Enabled;
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shuttleList.Enabled = subList.Enabled;
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playerList.Enabled = GameMain.Server != null;
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modeList.Enabled = GameMain.Server != null || GameMain.NetworkMember.Voting.AllowModeVoting;
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seedBox.Enabled = GameMain.Server != null;
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@@ -368,17 +368,21 @@ namespace Barotrauma
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if (IsServer && GameMain.Server != null)
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{
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List<Submarine> subsToShow = Submarine.SavedSubmarines.Where(s => !s.HasTag(SubmarineTag.HideInMenus)).ToList();
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int prevSelectedSub = subList.SelectedIndex;
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UpdateSubList(subList, Submarine.SavedSubmarines);
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UpdateSubList(subList, subsToShow);
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int prevSelectedShuttle = shuttleList.SelectedIndex;
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UpdateSubList(shuttleList, Submarine.SavedSubmarines);
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UpdateSubList(shuttleList, subsToShow);
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modeList.OnSelected = VotableClicked;
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modeList.OnSelected = SelectMode;
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subList.OnSelected = VotableClicked;
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subList.OnSelected = SelectSub;
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shuttleList.OnSelected = SelectSub;
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traitorProbabilityButtons[0].OnClicked = ToggleTraitorsEnabled;
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traitorProbabilityButtons[1].OnClicked = ToggleTraitorsEnabled;
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@@ -613,10 +617,10 @@ namespace Barotrauma
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{
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valueChanged = true;
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var hash = (obj as Submarine).MD5Hash;
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var hash = obj is Submarine ? ((Submarine)obj).MD5Hash.Hash : "";
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//hash will be null if opening the sub file failed -> don't select the sub
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if (string.IsNullOrWhiteSpace(hash.Hash))
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if (string.IsNullOrWhiteSpace(hash))
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{
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(component as GUITextBlock).TextColor = Color.DarkRed * 0.8f;
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component.CanBeFocused = false;
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