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:
Regalis
2016-08-08 23:37:11 +03:00
parent d4338580c7
commit 70dd90f0f8
8 changed files with 64 additions and 49 deletions

View File

@@ -57,14 +57,14 @@ namespace Barotrauma.Networking
}
[HasDefaultValue(120.0f, true)]
[HasDefaultValue(300.0f, true)]
public float RespawnInterval
{
get;
private set;
}
[HasDefaultValue(60.0f, true)]
[HasDefaultValue(180.0f, true)]
public float MaxTransportTime
{
get;
@@ -236,7 +236,7 @@ namespace Barotrauma.Networking
{
settingsFrame = new GUIFrame(new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.Black * 0.5f);
GUIFrame innerFrame = new GUIFrame(new Rectangle(0, 0, 400, 420), null, Alignment.Center, GUI.Style, settingsFrame);
GUIFrame innerFrame = new GUIFrame(new Rectangle(0, 0, 400, 430), null, Alignment.Center, GUI.Style, settingsFrame);
innerFrame.Padding = new Vector4(20.0f, 20.0f, 20.0f, 20.0f);
new GUITextBlock(new Rectangle(0, -5, 0, 20), "Settings", GUI.Style, innerFrame, GUI.LargeFont);
@@ -361,14 +361,44 @@ namespace Barotrauma.Networking
minRespawnSlider.BarScroll = MinRespawnRatio;
minRespawnSlider.OnMoved = (GUIScrollBar scrollBar, float barScroll) =>
{
GUITextBlock voteText = scrollBar.UserData as GUITextBlock;
GUITextBlock txt = scrollBar.UserData as GUITextBlock;
MinRespawnRatio = barScroll;
voteText.Text = "Minimum players to respawn: " + (int)MathUtils.Round(MinRespawnRatio * 100.0f, 10.0f) + " %";
txt.Text = "Minimum players to respawn: " + (int)MathUtils.Round(MinRespawnRatio * 100.0f, 10.0f) + " %";
return true;
};
minRespawnSlider.OnMoved(minRespawnSlider, MinRespawnRatio);
y += 35;
var respawnDurationText = new GUITextBlock(new Rectangle(0, y, 200, 20), "Duration of respawn transport", GUI.Style, settingsTabs[0]);
respawnDurationText.ToolTip = "The amount of time respawned players have to navigate the respawn shuttle to the main submarine. " +
"After the duration expires, the shuttle will automatically head back out of the level.";
var respawnDurationSlider = new GUIScrollBar(new Rectangle(150, y + 22, 100, 10), GUI.Style, 0.1f, settingsTabs[0]);
respawnDurationSlider.ToolTip = minRespawnText.ToolTip;
respawnDurationSlider.UserData = respawnDurationText;
respawnDurationSlider.Step = 0.1f;
respawnDurationSlider.BarScroll = MinRespawnRatio;
respawnDurationSlider.OnMoved = (GUIScrollBar scrollBar, float barScroll) =>
{
GUITextBlock txt = scrollBar.UserData as GUITextBlock;
if (barScroll == 1.0f)
{
MaxTransportTime = 0;
txt.Text = "Duration of respawn transport: unlimited";
}
else
{
MaxTransportTime = barScroll * 600.0f + 60.0f;
txt.Text = "Duration of respawn transport: " + ToolBox.SecondsToReadableTime(MaxTransportTime);
}
return true;
};
respawnDurationSlider.OnMoved(respawnDurationSlider, (MaxTransportTime - 60.0f)/600.0f);
y += 40;

View File

@@ -391,10 +391,9 @@ namespace Barotrauma.Networking
string respawnInfo = "";
if (respawnManager.CurrentState == RespawnManager.State.Waiting &&
respawnManager.CountdownStarted &&
myCharacter != null && myCharacter.IsDead)
respawnManager.CountdownStarted)
{
respawnInfo = respawnManager.RespawnTimer <= 0.0f ? "" : "Respawning in " + ToolBox.SecondsToReadableTime(respawnManager.RespawnTimer);
respawnInfo = respawnManager.RespawnTimer <= 0.0f ? "" : "Respawn Shuttle dispatching in " + ToolBox.SecondsToReadableTime(respawnManager.RespawnTimer);
}
else if (respawnManager.CurrentState == RespawnManager.State.Transporting)
@@ -405,7 +404,7 @@ namespace Barotrauma.Networking
if (!string.IsNullOrEmpty(respawnInfo))
{
GUI.DrawString(spriteBatch,
new Vector2(GameMain.GraphicsWidth - 300.0f, 20),
new Vector2(GameMain.GraphicsWidth - 400.0f, 20),
respawnInfo, Color.White, null, 0, GUI.SmallFont);
}

View File

@@ -178,6 +178,9 @@ namespace Barotrauma.Networking
networkMember.AddChatMessage("The shuttle will automatically return back to the outpost. Please leave the shuttle immediately.", ChatMessageType.Server);
}
//infinite transport time -> shuttle wont return
if (maxTransportTime < 0.1f) return;
var server = networkMember as GameServer;
if (server == null) return;
@@ -196,15 +199,6 @@ namespace Barotrauma.Networking
shuttleReturnTimer = maxTransportTime;
shuttleTransportTimer = maxTransportTime;
}
//shuttleReturnTimer += deltaTime;
//if (shuttleReturnTimer > 10.0f)
//{
// state = State.Returning;
// server.SendRespawnManagerMsg();
// shuttleReturnTimer = 0.0f;
//}
}
private void UpdateReturning(float deltaTime)
@@ -477,7 +471,7 @@ namespace Barotrauma.Networking
CoroutineManager.StartCoroutine(ForceShuttleToPos(Level.Loaded.StartPosition - Vector2.UnitY * Level.ShaftHeight, 100.0f), "forcepos");
break;
case State.Waiting:
CountdownStarted = true;
CountdownStarted = inc.ReadBoolean();
ResetShuttle();