Unstable v0.10.601.0

This commit is contained in:
Juan Pablo Arce
2020-10-07 10:39:32 -03:00
parent ebe1ce1427
commit 768f516e7c
65 changed files with 743 additions and 139 deletions
@@ -62,7 +62,7 @@ namespace Barotrauma
}
}
public override bool DrawBelowWater => (!(Screen.Selected is SubEditorScreen editor) || !editor.WiringMode || !isWire) && base.DrawBelowWater;
public override bool DrawBelowWater => (!(Screen.Selected is SubEditorScreen editor) || !editor.WiringMode || !isWire) && (base.DrawBelowWater || ParentInventory is CharacterInventory);
public override bool DrawOverWater => base.DrawOverWater || (IsSelected || Screen.Selected is SubEditorScreen editor && editor.WiringMode) && isWire;
@@ -332,6 +332,7 @@ namespace Barotrauma
var holdable = GetComponent<Holdable>();
if (holdable != null && holdable.Picker?.AnimController != null)
{
if (!back) { return; }
float depthStep = 0.000001f;
if (holdable.Picker.SelectedItems[0] == this)
{
@@ -855,7 +856,7 @@ namespace Barotrauma
public void UpdateHUD(Camera cam, Character character, float deltaTime)
{
bool editingHUDCreated = false;
if ((HasInGameEditableProperties && character.SelectedConstruction == this) ||
if ((HasInGameEditableProperties && (character.SelectedConstruction == this || EditableWhenEquipped)) ||
Screen.Selected == GameMain.SubEditorScreen)
{
GUIComponent prevEditingHUD = editingHUD;
@@ -956,7 +957,7 @@ namespace Barotrauma
public void DrawHUD(SpriteBatch spriteBatch, Camera cam, Character character)
{
if (HasInGameEditableProperties)
if (HasInGameEditableProperties && (character.SelectedConstruction == this || EditableWhenEquipped))
{
DrawEditing(spriteBatch, cam);
}
@@ -1028,13 +1029,13 @@ namespace Barotrauma
}
else
{
if (HasInGameEditableProperties)
if (HasInGameEditableProperties && Character.Controlled != null && (Character.Controlled.SelectedConstruction == this || EditableWhenEquipped))
{
if (editingHUD != null && editingHUD.UserData == this) { editingHUD.AddToGUIUpdateList(); }
}
}
if (Character.Controlled != null && Character.Controlled?.SelectedConstruction != this) { return; }
if (Character.Controlled != null && Character.Controlled.SelectedConstruction != this) { return; }
bool needsLayoutUpdate = false;
foreach (ItemComponent ic in activeHUDs)