Further separation of client-specific code
Still not done here, just gonna push a commit now so I can pull this from elsewhere.
This commit is contained in:
@@ -34,6 +34,15 @@ namespace Barotrauma
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//the position and dimensions of the entity
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protected Rectangle rect;
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//is the mouse inside the rect
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protected bool isHighlighted;
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public bool IsHighlighted
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{
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get { return isHighlighted; }
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set { isHighlighted = value; }
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}
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private static bool resizing;
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private int resizeDirX, resizeDirY;
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@@ -43,7 +43,7 @@ namespace Barotrauma
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}
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}
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class Structure : MapEntity, IDamageable, IServerSerializable
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partial class Structure : MapEntity, IDamageable, IServerSerializable
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{
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public static int wallSectionSize = 96;
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public static List<Structure> WallList = new List<Structure>();
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@@ -517,91 +517,6 @@ namespace Barotrauma
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return true;
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}
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public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true)
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{
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if (prefab.sprite == null) return;
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Draw(spriteBatch, editing, back, null);
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}
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public override void DrawDamage(SpriteBatch spriteBatch, Effect damageEffect)
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{
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Draw(spriteBatch, false, false, damageEffect);
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}
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private void Draw(SpriteBatch spriteBatch, bool editing, bool back = true, Effect damageEffect = null)
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{
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if (prefab.sprite == null) return;
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Color color = (isHighlighted) ? Color.Orange : Color.White;
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if (IsSelected && editing)
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{
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color = Color.Red;
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GUI.DrawRectangle(spriteBatch, new Rectangle(rect.X, -rect.Y, rect.Width, rect.Height), color);
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}
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Vector2 drawOffset = Submarine == null ? Vector2.Zero : Submarine.DrawPosition;
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float depth = prefab.sprite.Depth;
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depth -= (ID % 255) * 0.000001f;
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if (back && damageEffect == null)
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{
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if (prefab.BackgroundSprite != null)
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{
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prefab.BackgroundSprite.DrawTiled(
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spriteBatch,
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new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)),
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new Vector2(rect.Width, rect.Height),
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color, Point.Zero);
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}
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}
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SpriteEffects oldEffects = prefab.sprite.effects;
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prefab.sprite.effects ^= SpriteEffects;
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if (back == prefab.sprite.Depth > 0.5f || editing)
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{
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for (int i = 0; i < sections.Length; i++)
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{
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if (damageEffect != null)
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{
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float newCutoff = Math.Min((sections[i].damage / prefab.MaxHealth), 0.65f);
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if (Math.Abs(newCutoff - Submarine.DamageEffectCutoff) > 0.01f)
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{
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damageEffect.Parameters["aCutoff"].SetValue(newCutoff);
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damageEffect.Parameters["cCutoff"].SetValue(newCutoff * 1.2f);
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damageEffect.CurrentTechnique.Passes[0].Apply();
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Submarine.DamageEffectCutoff = newCutoff;
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}
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}
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Point textureOffset = new Point(
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Math.Abs(rect.Location.X - sections[i].rect.Location.X),
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Math.Abs(rect.Location.Y - sections[i].rect.Location.Y));
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if (flippedX && isHorizontal)
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{
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textureOffset.X = rect.Width - textureOffset.X - sections[i].rect.Width;
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}
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prefab.sprite.DrawTiled(
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spriteBatch,
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new Vector2(sections[i].rect.X + drawOffset.X, -(sections[i].rect.Y + drawOffset.Y)),
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new Vector2(sections[i].rect.Width, sections[i].rect.Height),
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color,
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textureOffset, depth);
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}
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}
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prefab.sprite.effects = oldEffects;
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}
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private bool OnWallCollision(Fixture f1, Fixture f2, Contact contact)
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{
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if (prefab.IsPlatform)
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@@ -632,10 +547,12 @@ namespace Barotrauma
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if (impact < 10.0f) return true;
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#if CLIENT
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SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, impact,
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new Vector2(
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sections[section].rect.X + sections[section].rect.Width / 2,
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sections[section].rect.Y - sections[section].rect.Height / 2));
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#endif
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AddDamage(section, impact);
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}
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@@ -685,6 +602,7 @@ namespace Barotrauma
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var section = sections[sectionIndex];
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#if CLIENT
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float particleAmount = Math.Min(Health - section.damage, damage) * Rand.Range(0.01f, 1.0f);
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particleAmount = Math.Min(particleAmount + Rand.Range(-5,1), 100);
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@@ -695,10 +613,11 @@ namespace Barotrauma
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Rand.Range(section.rect.Y - section.rect.Height, section.rect.Y));
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if (Submarine != null) particlePos += Submarine.DrawPosition;
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var particle = GameMain.ParticleManager.CreateParticle("shrapnel", particlePos, Rand.Vector(Rand.Range(1.0f, 50.0f)));
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if (particle == null) break;
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}
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#endif
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if (GameMain.Client == null) SetDamage(sectionIndex, section.damage + damage);
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}
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@@ -753,18 +672,20 @@ namespace Barotrauma
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int i = FindSectionIndex(transformedPos);
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if (i == -1) return new AttackResult(0.0f, 0.0f);
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GameMain.ParticleManager.CreateParticle("dustcloud", SectionPosition(i), 0.0f, 0.0f);
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float damageAmount = attack.GetStructureDamage(deltaTime);
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AddDamage(i, damageAmount);
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#if CLIENT
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GameMain.ParticleManager.CreateParticle("dustcloud", SectionPosition(i), 0.0f, 0.0f);
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if (playSound && !SectionBodyDisabled(i))
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{
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DamageSoundType damageSoundType = (attack.DamageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt : DamageSoundType.StructureSlash;
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SoundPlayer.PlayDamageSound(damageSoundType, damageAmount, worldPosition);
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}
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AddDamage(i, damageAmount);
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#endif
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return new AttackResult(damageAmount, 0.0f);
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}
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@@ -928,39 +849,6 @@ namespace Barotrauma
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CreateSections();
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}
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public override XElement Save(XElement parentElement)
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{
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XElement element = new XElement("Structure");
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element.Add(new XAttribute("name", prefab.Name),
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new XAttribute("ID", ID),
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new XAttribute("rect",
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(int)(rect.X - Submarine.HiddenSubPosition.X) + "," +
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(int)(rect.Y - Submarine.HiddenSubPosition.Y) + "," +
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rect.Width + "," + rect.Height));
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for (int i = 0; i < sections.Length; i++)
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{
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if (sections[i].damage == 0.0f) continue;
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var sectionElement =
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new XElement("section",
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new XAttribute("i", i),
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new XAttribute("damage", sections[i].damage));
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if (sections[i].gap!=null)
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{
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sectionElement.Add(new XAttribute("gap", sections[i].gap.ID));
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}
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element.Add(sectionElement);
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}
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parentElement.Add(element);
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return element;
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}
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public static void Load(XElement element, Submarine submarine)
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{
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string rectString = ToolBox.GetAttributeString(element, "rect", "0,0,0,0");
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@@ -6,7 +6,7 @@ using System.Collections.Generic;
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namespace Barotrauma
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{
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class StructurePrefab : MapEntityPrefab
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partial class StructurePrefab : MapEntityPrefab
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{
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//public static List<StructurePrefab> list = new List<StructurePrefab>();
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@@ -188,38 +188,5 @@ namespace Barotrauma
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if (PlayerInput.RightButtonHeld()) selected = null;
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}
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public override void DrawPlacing(SpriteBatch spriteBatch, Camera cam)
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{
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Vector2 position = Submarine.MouseToWorldGrid(cam, Submarine.MainSub);
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//Vector2 placeSize = size;
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Rectangle newRect = new Rectangle((int)position.X, (int)position.Y, (int)size.X, (int)size.Y);
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if (placePosition == Vector2.Zero)
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{
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if (PlayerInput.LeftButtonHeld())
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placePosition = Submarine.MouseToWorldGrid(cam, Submarine.MainSub);
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newRect.X = (int)position.X;
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newRect.Y = (int)position.Y;
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//sprite.Draw(spriteBatch, new Vector2(position.X, -position.Y), placeSize, Color.White);
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}
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else
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{
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Vector2 placeSize = size;
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if (resizeHorizontal) placeSize.X = position.X - placePosition.X;
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if (resizeVertical) placeSize.Y = placePosition.Y - position.Y;
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newRect = Submarine.AbsRect(placePosition, placeSize);
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}
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sprite.DrawTiled(spriteBatch, new Vector2(newRect.X, -newRect.Y), new Vector2(newRect.Width, newRect.Height), Color.White);
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GUI.DrawRectangle(spriteBatch, new Rectangle(newRect.X - GameMain.GraphicsWidth, -newRect.Y, newRect.Width + GameMain.GraphicsWidth * 2, newRect.Height), Color.White);
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GUI.DrawRectangle(spriteBatch, new Rectangle(newRect.X, -newRect.Y - GameMain.GraphicsHeight, newRect.Width, newRect.Height + GameMain.GraphicsHeight * 2), Color.White);
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}
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}
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}
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@@ -4,8 +4,8 @@ using System.Linq;
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using System.Xml.Linq;
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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//using Microsoft.Xna.Framework.Graphics;
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//using Microsoft.Xna.Framework.Input;
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using System.Collections.ObjectModel;
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using Barotrauma.Items.Components;
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using FarseerPhysics.Dynamics;
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@@ -13,16 +13,12 @@ using FarseerPhysics.Dynamics;
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namespace Barotrauma
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{
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public enum SpawnType { Path, Human, Enemy, Cargo };
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class WayPoint : MapEntity
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partial class WayPoint : MapEntity
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{
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public static List<WayPoint> WayPointList = new List<WayPoint>();
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public static bool ShowWayPoints = true, ShowSpawnPoints = true;
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private static Texture2D iconTexture;
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private const int IconSize = 32;
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private static int[] iconIndices = { 3, 0, 1, 2 };
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protected SpawnType spawnType;
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//characters spawning at the waypoint will be given an ID card with these tags
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@@ -102,10 +98,12 @@ namespace Barotrauma
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linkedTo = new ObservableCollection<MapEntity>();
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idCardTags = new string[0];
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#if CLIENT
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if (iconTexture==null)
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{
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iconTexture = Sprite.LoadTexture("Content/Map/waypointIcons.png");
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}
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#endif
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InsertToList();
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WayPointList.Add(this);
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@@ -125,203 +123,13 @@ namespace Barotrauma
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public override bool IsMouseOn(Vector2 position)
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{
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#if CLIENT
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if (IsHidden()) return false;
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#endif
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return base.IsMouseOn(position);
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}
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public override void Draw(SpriteBatch spriteBatch, bool editing, bool back=true)
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{
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if (!editing && !GameMain.DebugDraw) return;
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if (IsHidden()) return;
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//Rectangle drawRect =
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// Submarine == null ? rect : new Rectangle((int)(Submarine.DrawPosition.X + rect.X), (int)(Submarine.DrawPosition.Y + rect.Y), rect.Width, rect.Height);
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Vector2 drawPos = Position;
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if (Submarine!=null) drawPos += Submarine.DrawPosition;
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drawPos.Y = -drawPos.Y;
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Color clr = currentHull == null ? Color.Blue : Color.White;
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if (IsSelected) clr = Color.Red;
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if (isHighlighted) clr = Color.DarkRed;
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int iconX = iconIndices[(int)spawnType]*IconSize % iconTexture.Width;
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int iconY = (int)(Math.Floor(iconIndices[(int)spawnType]*IconSize / (float)iconTexture.Width))*IconSize;
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int iconSize = ConnectedGap == null && Ladders == null ? IconSize : (int)(IconSize * 1.5f);
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spriteBatch.Draw(iconTexture,
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new Rectangle((int)(drawPos.X - iconSize/2), (int)(drawPos.Y - iconSize/2), iconSize, iconSize),
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new Rectangle(iconX, iconY, IconSize,IconSize), clr);
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//GUI.DrawRectangle(spriteBatch, new Rectangle(drawRect.X, -drawRect.Y, rect.Width, rect.Height), clr, true);
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//GUI.SmallFont.DrawString(spriteBatch, Position.ToString(), new Vector2(Position.X, -Position.Y), Color.White);
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foreach (MapEntity e in linkedTo)
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{
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GUI.DrawLine(spriteBatch,
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drawPos,
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new Vector2(e.DrawPosition.X, -e.DrawPosition.Y),
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Color.Green);
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}
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}
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private bool IsHidden()
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{
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if (spawnType == SpawnType.Path)
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{
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return (!GameMain.DebugDraw && !ShowWayPoints);
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}
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else
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{
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return (!GameMain.DebugDraw && !ShowSpawnPoints);
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}
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}
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public override void UpdateEditing(Camera cam)
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{
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if (editingHUD == null || editingHUD.UserData != this)
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{
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editingHUD = CreateEditingHUD();
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}
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editingHUD.Update((float)Timing.Step);
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if (PlayerInput.LeftButtonClicked())
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{
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Vector2 position = cam.ScreenToWorld(PlayerInput.MousePosition);
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foreach (MapEntity e in mapEntityList)
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{
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if (e.GetType() != typeof(WayPoint)) continue;
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if (e == this) continue;
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if (!Submarine.RectContains(e.Rect, position)) continue;
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linkedTo.Add(e);
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e.linkedTo.Add(this);
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}
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}
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}
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public override void DrawEditing(SpriteBatch spriteBatch, Camera cam)
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{
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if (editingHUD != null) editingHUD.Draw(spriteBatch);
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}
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private bool ChangeSpawnType(GUIButton button, object obj)
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{
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GUITextBlock spawnTypeText = button.Parent as GUITextBlock;
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spawnType += (int)button.UserData;
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if (spawnType > SpawnType.Cargo) spawnType = SpawnType.Human;
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if (spawnType < SpawnType.Human) spawnType = SpawnType.Cargo;
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spawnTypeText.Text = spawnType.ToString();
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return true;
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}
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private bool EnterIDCardTags(GUITextBox textBox, string text)
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{
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IdCardTags = text.Split(',');
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textBox.Text = text;
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textBox.Color = Color.Green;
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textBox.Deselect();
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return true;
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}
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private bool EnterAssignedJob(GUITextBox textBox, string text)
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{
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string trimmedName = text.ToLowerInvariant().Trim();
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assignedJob = JobPrefab.List.Find(jp => jp.Name.ToLowerInvariant() == trimmedName);
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if (assignedJob !=null && trimmedName!="none")
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{
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textBox.Color = Color.Green;
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textBox.Text = (assignedJob == null) ? "None" : assignedJob.Name;
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}
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textBox.Deselect();
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return true;
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}
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private bool TextBoxChanged(GUITextBox textBox, string text)
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{
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textBox.Color = Color.Red;
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return true;
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}
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private GUIComponent CreateEditingHUD(bool inGame = false)
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{
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int width = 500;
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int height = spawnType == SpawnType.Path ? 100 : 140;
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int x = GameMain.GraphicsWidth / 2 - width / 2, y = 10;
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editingHUD = new GUIFrame(new Rectangle(x, y, width, height), Color.Black * 0.5f);
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editingHUD.Padding = new Vector4(10, 10, 0, 0);
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editingHUD.UserData = this;
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if (spawnType == SpawnType.Path)
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{
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new GUITextBlock(new Rectangle(0, 0, 100, 20), "Editing waypoint", "", editingHUD);
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new GUITextBlock(new Rectangle(0, 20, 100, 20), "Hold space to link to another waypoint", "", editingHUD);
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}
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else
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{
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new GUITextBlock(new Rectangle(0, 0, 100, 20), "Editing spawnpoint", "", editingHUD);
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new GUITextBlock(new Rectangle(0, 25, 100, 20), "Spawn type: ", "", editingHUD);
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var spawnTypeText = new GUITextBlock(new Rectangle(0, 25, 200, 20), spawnType.ToString(), "", Alignment.Right, Alignment.TopLeft, editingHUD);
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var button = new GUIButton(new Rectangle(-30,0,20,20), "-", Alignment.Right, "", spawnTypeText);
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button.UserData = -1;
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button.OnClicked = ChangeSpawnType;
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button = new GUIButton(new Rectangle(0, 0, 20, 20), "+", Alignment.Right, "", spawnTypeText);
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button.UserData = 1;
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button.OnClicked = ChangeSpawnType;
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y = 40 + 20;
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new GUITextBlock(new Rectangle(0, y, 100, 20), "ID Card tags:", Color.Transparent, Color.White, Alignment.TopLeft, null, editingHUD);
|
||||
GUITextBox propertyBox = new GUITextBox(new Rectangle(100, y, 200, 20), "", editingHUD);
|
||||
propertyBox.Text = string.Join(", ", idCardTags);
|
||||
propertyBox.OnEnterPressed = EnterIDCardTags;
|
||||
propertyBox.OnTextChanged = TextBoxChanged;
|
||||
propertyBox.ToolTip = "Characters spawning at this spawnpoint will have the specified tags added to their ID card. You can, for example, use these tags to limit access to some parts of the sub.";
|
||||
|
||||
y = y + 30;
|
||||
|
||||
new GUITextBlock(new Rectangle(0, y, 100, 20), "Assigned job:", Color.Transparent, Color.White, Alignment.TopLeft, null, editingHUD);
|
||||
propertyBox = new GUITextBox(new Rectangle(100, y, 200, 20), "", editingHUD);
|
||||
propertyBox.Text = (assignedJob == null) ? "None" : assignedJob.Name;
|
||||
propertyBox.OnEnterPressed = EnterAssignedJob;
|
||||
propertyBox.OnTextChanged = TextBoxChanged;
|
||||
propertyBox.ToolTip = "Only characters with the specified job will spawn at this spawnpoint.";
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//GUI.Font.DrawString(spriteBatch, "Spawnpoint: " + spawnType.ToString() + " +/-", new Vector2(x, y + 40), Color.Black);
|
||||
|
||||
|
||||
y = y + 30;
|
||||
|
||||
return editingHUD;
|
||||
}
|
||||
|
||||
public static void GenerateSubWaypoints(Submarine submarine)
|
||||
{
|
||||
if (!Hull.hullList.Any())
|
||||
@@ -747,42 +555,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public override XElement Save(XElement parentElement)
|
||||
{
|
||||
if (MoveWithLevel) return null;
|
||||
XElement element = new XElement("WayPoint");
|
||||
|
||||
element.Add(new XAttribute("ID", ID),
|
||||
new XAttribute("x", (int)(rect.X - Submarine.HiddenSubPosition.X)),
|
||||
new XAttribute("y", (int)(rect.Y - Submarine.HiddenSubPosition.Y)),
|
||||
new XAttribute("spawn", spawnType));
|
||||
|
||||
if (idCardTags.Length > 0)
|
||||
{
|
||||
element.Add(new XAttribute("idcardtags", string.Join(",", idCardTags)));
|
||||
}
|
||||
|
||||
if (assignedJob != null) element.Add(new XAttribute("job", assignedJob.Name));
|
||||
|
||||
|
||||
if (ConnectedGap != null) element.Add(new XAttribute("gap", ConnectedGap.ID));
|
||||
if (Ladders != null) element.Add(new XAttribute("ladders", Ladders.Item.ID));
|
||||
|
||||
parentElement.Add(element);
|
||||
|
||||
if (linkedTo != null)
|
||||
{
|
||||
int i = 0;
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
element.Add(new XAttribute("linkedto" + i, e.ID));
|
||||
i += 1;
|
||||
}
|
||||
}
|
||||
|
||||
return element;
|
||||
}
|
||||
|
||||
public static void Load(XElement element, Submarine submarine)
|
||||
{
|
||||
Rectangle rect = new Rectangle(
|
||||
|
||||
Reference in New Issue
Block a user