(a5643136e) Removed the separate "my character panel" from the top right corner of the screen in MP (not needed anymore because the job preferences etc can be edited in the info menu), removed the radio button below the chatbox (looks bad and not necessary now that we have a dedicated chat hotkey)

This commit is contained in:
Joonas Rikkonen
2019-04-18 12:03:37 +03:00
parent c85cf63494
commit 8b4c5b8cd7
3 changed files with 10 additions and 99 deletions
@@ -26,6 +26,7 @@ namespace Barotrauma.Networking
//TODO: move these to NetLobbyScreen
public GUIButton EndRoundButton;
public GUITickBox EndVoteTickBox;
private GUIComponent buttonContainer;
private NetStats netStats;
@@ -129,7 +130,7 @@ namespace Barotrauma.Networking
chatBox.OnEnterMessage += EnterChatMessage;
chatBox.InputBox.OnTextChanged += TypingChatMessage;
var buttonContainer = new GUILayoutGroup(HUDLayoutSettings.ToRectTransform(HUDLayoutSettings.ButtonAreaTop, inGameHUD.RectTransform),
buttonContainer = new GUILayoutGroup(HUDLayoutSettings.ToRectTransform(HUDLayoutSettings.ButtonAreaTop, inGameHUD.RectTransform),
isHorizontal: true, childAnchor: Anchor.CenterRight)
{
AbsoluteSpacing = 5,
@@ -635,8 +636,6 @@ namespace Barotrauma.Networking
}
}
if (gameStarted) SetRadioButtonColor();
if (ShowNetStats && client?.ServerConnection != null)
{
netStats.AddValue(NetStats.NetStatType.ReceivedBytes, client.ServerConnection.Statistics.ReceivedBytes);
@@ -2124,9 +2123,7 @@ namespace Barotrauma.Networking
protected GUIFrame inGameHUD;
protected ChatBox chatBox;
public GUIButton ShowLogButton; //TODO: move to NetLobbyScreen
private float myCharacterFrameOpenState;
public GUIFrame InGameHUD
{
get { return inGameHUD; }
@@ -2136,22 +2133,7 @@ namespace Barotrauma.Networking
{
get { return chatBox; }
}
protected void SetRadioButtonColor()
{
if (Character.Controlled == null || Character.Controlled.SpeechImpediment >= 100.0f)
{
chatBox.RadioButton.GetChild<GUIImage>().Color = new Color(60, 60, 60, 255);
}
else
{
var radioItem = Character.Controlled?.Inventory?.Items.FirstOrDefault(i => i?.GetComponent<WifiComponent>() != null);
chatBox.RadioButton.GetChild<GUIImage>().Color =
(radioItem != null && Character.Controlled.HasEquippedItem(radioItem) && radioItem.GetComponent<WifiComponent>().CanTransmit()) ?
Color.White : new Color(60, 60, 60, 255);
}
}
public bool TypingChatMessage(GUITextBox textBox, string text)
{
return chatBox.TypingChatMessage(textBox, text);
@@ -2183,11 +2165,6 @@ namespace Barotrauma.Networking
Screen.Selected == GameMain.GameScreen)
{
inGameHUD.AddToGUIUpdateList();
if (Character.Controlled == null)
{
GameMain.NetLobbyScreen.MyCharacterFrame.AddToGUIUpdateList();
}
}
}
@@ -2212,18 +2189,6 @@ namespace Barotrauma.Networking
chatBox.Update(deltaTime);
cameraFollowsSub.Visible = Character.Controlled == null;
if (Character.Controlled == null)
{
myCharacterFrameOpenState = GameMain.NetLobbyScreen.MyCharacterFrameOpen ? myCharacterFrameOpenState + deltaTime * 5 : myCharacterFrameOpenState - deltaTime * 5;
myCharacterFrameOpenState = MathHelper.Clamp(myCharacterFrameOpenState, 0.0f, 1.0f);
var myCharFrame = GameMain.NetLobbyScreen.MyCharacterFrame;
int padding = GameMain.GraphicsWidth - myCharFrame.Parent.Rect.Right;
myCharFrame.RectTransform.AbsoluteOffset =
Vector2.SmoothStep(new Vector2(-myCharFrame.Rect.Width - padding, 0.0f), new Vector2(-padding, 0), myCharacterFrameOpenState).ToPoint();
}
}
if (Character.Controlled == null || Character.Controlled.IsDead)
{