Level wall generation bugfixes, moved level background drawing to LevelRenderer, more coordinate system bugfixes, better looking progress bars,
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@@ -733,7 +733,7 @@ namespace Barotrauma
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{
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Limb head = AnimController.GetLimb(LimbType.Head);
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Lights.LightManager.ViewPos = DrawPosition;
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//Lights.LightManager.ViewPos = WorldPosition;
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if (!DisableControls)
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{
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@@ -1327,10 +1327,14 @@ namespace Barotrauma
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message.Write(AnimController.Dir > 0.0f);
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}
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if ((AnimController.RefLimb.SimPosition - Submarine.Loaded.SimPosition).Length() > NetConfig.CharacterIgnoreDistance) return true;
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message.Write(AnimController.RefLimb.SimPosition.X);
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message.Write(AnimController.RefLimb.SimPosition.Y);
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message.Write(Submarine != null);
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//Vector2 position = Submarine == null ? SimPosition : SimPosition - Submarine.SimPosition;
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//if ((AnimController.RefLimb.SimPosition - Submarine.Loaded.SimPosition).Length() > NetConfig.CharacterIgnoreDistance) return true;
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message.Write(SimPosition.X);
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message.Write(SimPosition.Y);
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return true;
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default:
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@@ -1495,17 +1499,21 @@ namespace Barotrauma
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#endif
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return;
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}
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try
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{
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pos.X = message.ReadFloat();
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pos.Y = message.ReadFloat();
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}
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catch
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bool inSub = message.ReadBoolean();
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pos.X = message.ReadFloat();
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pos.Y = message.ReadFloat();
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if (inSub)
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{
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//failed to read position, Character may be further than NetConfig.CharacterIgnoreDistance
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pos = SimPosition;
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}
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Hull newHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(pos), AnimController.CurrentHull, false);
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if (newHull != null)
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{
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AnimController.CurrentHull = newHull;
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Submarine = newHull.Submarine;
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}
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}
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if (secondaryKeyState)
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{
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@@ -1517,7 +1525,8 @@ namespace Barotrauma
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cursorPosition = Position + new Vector2(1000.0f, 0.0f) * dir;
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}
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AnimController.RefLimb.body.TargetPosition = AnimController.EstimateCurrPosition(pos, (float)(NetTime.Now + message.SenderConnection.RemoteTimeOffset) - sendingTime);
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AnimController.RefLimb.body.TargetPosition =
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AnimController.EstimateCurrPosition(pos, (float)(NetTime.Now + message.SenderConnection.RemoteTimeOffset) - sendingTime);
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LastNetworkUpdate = sendingTime;
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@@ -54,7 +54,7 @@ namespace Barotrauma
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if (character.ClosestCharacter != null && (character.ClosestCharacter.IsDead || character.ClosestCharacter.Stun > 0.0f))
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{
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Vector2 startPos = character.Position + (character.ClosestCharacter.WorldPosition - character.WorldPosition) * 0.7f;
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Vector2 startPos = character.DrawPosition + (character.ClosestCharacter.DrawPosition - character.DrawPosition) * 0.7f;
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startPos = cam.WorldToScreen(startPos);
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Vector2 textPos = startPos;
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@@ -67,7 +67,7 @@ namespace Barotrauma
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else if (character.SelectedCharacter == null && character.ClosestItem != null && character.SelectedConstruction == null)
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{
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Vector2 startPos = character.WorldPosition + (character.ClosestItem.WorldPosition - character.WorldPosition) * 0.7f;
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Vector2 startPos = character.DrawPosition + (character.ClosestItem.DrawPosition - character.DrawPosition) * 0.7f;
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startPos = cam.WorldToScreen(startPos);
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Vector2 textPos = startPos;
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@@ -96,10 +96,10 @@ namespace Barotrauma
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{
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int width = 100, height = 20;
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drowningBar = new GUIProgressBar(new Rectangle(30, GameMain.GraphicsHeight - 200, width, height), Color.Blue, 1.0f);
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drowningBar = new GUIProgressBar(new Rectangle(30, GameMain.GraphicsHeight - 200, width, height), Color.Blue, GUI.Style, 1.0f, Alignment.TopLeft);
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new GUIImage(new Rectangle(-27, -7, 20, 20), new Rectangle(17, 0, 20, 24), statusIcons, Alignment.TopLeft, drowningBar);
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healthBar = new GUIProgressBar(new Rectangle(30, GameMain.GraphicsHeight - 230, width, height), Color.Red, 1.0f);
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healthBar = new GUIProgressBar(new Rectangle(30, GameMain.GraphicsHeight - 230, width, height), Color.Red, GUI.Style, 1.0f, Alignment.TopLeft);
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new GUIImage(new Rectangle(-26, -7, 20, 20), new Rectangle(0, 0, 13, 24), statusIcons, Alignment.TopLeft, healthBar);
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}
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