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