Unstable 0.15.15.0 (and the one before it I forgor)
This commit is contained in:
@@ -531,6 +531,17 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void ForceLayoutRecalculation()
|
||||
{
|
||||
//This is very ugly but it gets the job done, it
|
||||
//would be real nice to un-jank this some day
|
||||
ForceUpdate();
|
||||
ForceUpdate();
|
||||
foreach (var child in Children) { child.ForceLayoutRecalculation(); }
|
||||
}
|
||||
|
||||
public void ForceUpdate() => Update((float)Timing.Step);
|
||||
|
||||
/// <summary>
|
||||
/// Updates all the children manually.
|
||||
/// </summary>
|
||||
@@ -831,7 +842,7 @@ namespace Barotrauma
|
||||
CoroutineManager.StartCoroutine(SlideToPosition(duration, 0.0f, targetPos));
|
||||
}
|
||||
|
||||
private IEnumerable<object> SlideToPosition(float duration, float wait, Vector2 target)
|
||||
private IEnumerable<CoroutineStatus> SlideToPosition(float duration, float wait, Vector2 target)
|
||||
{
|
||||
float t = 0.0f;
|
||||
var (startX, startY) = RectTransform.ScreenSpaceOffset.ToVector2();
|
||||
@@ -855,7 +866,7 @@ namespace Barotrauma
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
|
||||
private IEnumerable<object> LerpAlpha(float to, float duration, bool removeAfter, float wait = 0.0f)
|
||||
private IEnumerable<CoroutineStatus> LerpAlpha(float to, float duration, bool removeAfter, float wait = 0.0f)
|
||||
{
|
||||
State = ComponentState.None;
|
||||
float t = 0.0f;
|
||||
@@ -894,7 +905,7 @@ namespace Barotrauma
|
||||
pulsateCoroutine = CoroutineManager.StartCoroutine(DoPulsate(startScale, endScale, duration), "Pulsate" + ToString());
|
||||
}
|
||||
|
||||
private IEnumerable<object> DoPulsate(Vector2 startScale, Vector2 endScale, float duration)
|
||||
private IEnumerable<CoroutineStatus> DoPulsate(Vector2 startScale, Vector2 endScale, float duration)
|
||||
{
|
||||
float t = 0.0f;
|
||||
while (t < duration)
|
||||
|
||||
Reference in New Issue
Block a user