Merge branch 'master' into moStuff
This commit is contained in:
@@ -90,7 +90,7 @@ namespace Barotrauma.Items.Components
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GuiFrame.Draw(spriteBatch);
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if (voltage < minVoltage && powerConsumption > 0.0f) return;
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if (voltage < minVoltage && currPowerConsumption > 0.0f) return;
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Rectangle velRect = new Rectangle(x + 20, y + 20, width - 40, height - 40);
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//GUI.DrawRectangle(spriteBatch, velRect, Color.White, false);
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@@ -136,6 +136,8 @@ namespace Barotrauma.Items.Components
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public override void UpdateHUD(Character character)
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{
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GuiFrame.Update(1.0f / 60.0f);
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if (voltage < minVoltage && currPowerConsumption > 0.0f) return;
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if (Vector2.Distance(PlayerInput.MousePosition, new Vector2(GuiFrame.Rect.Center.X, GuiFrame.Rect.Center.Y)) < 200.0f)
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{
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@@ -182,8 +182,8 @@ namespace Barotrauma.Items.Components
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GameServer.Log(Character.Controlled.LogName + " connected a wire from " +
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Item.Name + " (" + Name + ") to " + otherConnection.item.Name + " (" + otherConnection.Name + ")", ServerLog.MessageType.ItemInteraction);
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}
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Wires[index] = draggingConnected;
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AddLink(index, draggingConnected);
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}
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}
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}
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@@ -3,6 +3,7 @@ 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 System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma.Items.Components
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{
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@@ -36,6 +37,12 @@ namespace Barotrauma.Items.Components
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}
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}
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private static Sprite wireSprite;
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private static Wire draggingWire;
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private static int? selectedNodeIndex;
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private static int? highlightedNodeIndex;
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public void Draw(SpriteBatch spriteBatch, bool editing)
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{
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if (sections.Count == 0 && !IsActive)
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@@ -69,7 +76,7 @@ namespace Barotrauma.Items.Components
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foreach (WireSection section in sections)
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{
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section.Draw(spriteBatch, item.Color, drawOffset, depth, 0.3f);
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section.Draw(spriteBatch, item.Submarine == null ? Color.Green : item.Color, drawOffset, depth, 0.3f);
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}
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if (IsActive && nodes.Count > 0 && Vector2.Distance(newNodePos, nodes[nodes.Count - 1]) > nodeDistance)
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@@ -91,14 +98,15 @@ namespace Barotrauma.Items.Components
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if (item.Submarine != null) drawPos += item.Submarine.Position + item.Submarine.HiddenSubPosition;
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drawPos.Y = -drawPos.Y;
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if ((highlightedNodeIndex == i && item.IsHighlighted) || (selectedNodeIndex == i && item.IsSelected))
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{
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GUI.DrawRectangle(spriteBatch, drawPos + new Vector2(-10, -10), new Vector2(20, 20), Color.Red, false, 0.0f);
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}
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if (item.IsSelected)
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{
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GUI.DrawRectangle(spriteBatch, drawPos + new Vector2(-5, -5), new Vector2(10, 10), item.Color, true, 0.0f);
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if (highlightedNodeIndex == i)
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{
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GUI.DrawRectangle(spriteBatch, drawPos + new Vector2(-10, -10), new Vector2(20, 20), Color.Red, false, 0.0f);
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}
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}
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else
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{
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@@ -196,28 +204,36 @@ namespace Barotrauma.Items.Components
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//check which wire is highlighted with the cursor
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Wire highlighted = null;
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float closestDist = 0.0f;
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float closestDist = float.PositiveInfinity;
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foreach (Wire w in wires)
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{
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Vector2 mousePos = GameMain.SubEditorScreen.Cam.ScreenToWorld(PlayerInput.MousePosition);
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if (w.item.Submarine != null) mousePos -= (w.item.Submarine.Position + w.item.Submarine.HiddenSubPosition);
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float dist = 0.0f;
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if (w.GetClosestNodeIndex(mousePos, highlighted == null ? nodeSelectDist : closestDist, out dist) > -1)
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int highlightedNode = w.GetClosestNodeIndex(mousePos, highlighted == null ? nodeSelectDist : closestDist, out dist);
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if (highlightedNode > -1)
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{
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highlighted = w;
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closestDist = dist;
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if (dist < closestDist)
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{
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highlightedNodeIndex = highlightedNode;
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highlighted = w;
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closestDist = dist;
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}
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}
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if (w.GetClosestSectionIndex(mousePos, highlighted == null ? sectionSelectDist : closestDist, out dist) > -1)
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{
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highlighted = w;
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closestDist = dist;
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//prefer nodes over sections
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if (dist + nodeSelectDist * 0.5f < closestDist)
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{
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highlightedNodeIndex = null;
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highlighted = w;
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closestDist = dist + nodeSelectDist * 0.5f;
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}
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}
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}
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if (highlighted != null)
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{
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highlighted.item.IsHighlighted = true;
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@@ -90,14 +90,26 @@ namespace Barotrauma.Items.Components
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GUI.DrawRectangle(spriteBatch, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
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Color.Green * 0.1f, true);
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Character closestCharacter = null;
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float closestDist = float.PositiveInfinity;
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foreach (Character c in visibleCharacters)
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{
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if (c == character) continue;
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float dist = Vector2.Distance(character.WorldPosition, c.WorldPosition);
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DrawCharacterInfo(spriteBatch, c, 1.0f - MathHelper.Max((dist - (Range - FadeOutRange)) / FadeOutRange, 0.0f));
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float dist = Vector2.DistanceSquared(GameMain.GameScreen.Cam.ScreenToWorld(PlayerInput.MousePosition), c.WorldPosition);
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if (dist < closestDist)
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{
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closestCharacter = c;
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closestDist = dist;
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}
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}
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if (closestCharacter != null)
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{
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float dist = Vector2.Distance(GameMain.GameScreen.Cam.ScreenToWorld(PlayerInput.MousePosition), closestCharacter.WorldPosition);
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DrawCharacterInfo(spriteBatch, closestCharacter, 1.0f - MathHelper.Max((dist - (Range - FadeOutRange)) / FadeOutRange, 0.0f));
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}
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}
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private void DrawCharacterInfo(SpriteBatch spriteBatch, Character target, float alpha = 1.0f)
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