v0.13.0.11

This commit is contained in:
Joonas Rikkonen
2021-04-22 17:33:08 +03:00
parent 0697d7fc64
commit 8bb31f2893
391 changed files with 17271 additions and 5949 deletions
@@ -240,6 +240,8 @@ namespace Barotrauma
Character.Controlled.SelectedConstruction = null;
}
}
HintManager.OnShowHealthInterface();
}
}
@@ -295,6 +297,7 @@ namespace Barotrauma
barSize: 1.0f, color: GUI.Style.HealthBarColorHigh, style: horizontal ? "CharacterHealthBar" : "GUIProgressBarVertical")
{
HoverCursor = CursorState.Hand,
ToolTip = TextManager.GetWithVariable("hudbutton.healthinterface", "[key]", GameMain.Config.KeyBindText(InputType.Health)),
Enabled = true,
IsHorizontal = horizontal
};
@@ -668,12 +671,17 @@ namespace Barotrauma
bloodParticleTimer -= deltaTime * (affliction.Strength / 10.0f);
if (bloodParticleTimer <= 0.0f)
{
var emitter = Character.BloodEmitters.FirstOrDefault();
float particleMinScale = emitter != null ? emitter.Prefab.ScaleMin : 0.5f;
float particleMaxScale = emitter != null ? emitter.Prefab.ScaleMax : 1;
float severity = Math.Min(affliction.Strength / affliction.Prefab.MaxStrength * Character.Params.BleedParticleMultiplier, 1);
float bloodParticleSize = MathHelper.Lerp(particleMinScale, particleMaxScale, severity);
bool inWater = Character.AnimController.InWater;
float bloodParticleSize = MathHelper.Lerp(0.5f, 1.0f, affliction.Strength / 100.0f);
if (!inWater)
{
bloodParticleSize *= 2.0f;
}
var blood = GameMain.ParticleManager.CreateParticle(
inWater ? Character.Params.BleedParticleWater : Character.Params.BleedParticleAir,
targetLimb.WorldPosition, Rand.Vector(affliction.Strength), 0.0f, Character.AnimController.CurrentHull);
@@ -682,7 +690,7 @@ namespace Barotrauma
{
blood.Size *= bloodParticleSize;
}
bloodParticleTimer = 1.0f;
bloodParticleTimer = MathHelper.Lerp(2, 0.5f, severity);
}
}
@@ -713,6 +721,7 @@ namespace Barotrauma
int dmgPerSecond = Math.Sign(a2.DamagePerSecond - a1.DamagePerSecond);
return dmgPerSecond != 0 ? dmgPerSecond : Math.Sign(a1.Strength - a1.Strength);
});
HintManager.OnAfflictionDisplayed(Character, currentDisplayedAfflictions);
updateDisplayedAfflictionsTimer = UpdateDisplayedAfflictionsInterval;
}
@@ -732,6 +741,7 @@ namespace Barotrauma
float distortSpeed = 0.0f;
float radialDistortStrength = 0.0f;
float chromaticAberrationStrength = 0.0f;
float grainStrength = 0.0f;
if (Character.IsUnconscious)
{
@@ -752,6 +762,7 @@ namespace Barotrauma
blurStrength = Math.Max(blurStrength, affliction.GetScreenBlurStrength());
radialDistortStrength = Math.Max(radialDistortStrength, affliction.GetRadialDistortStrength());
chromaticAberrationStrength = Math.Max(chromaticAberrationStrength, affliction.GetChromaticAberrationStrength());
grainStrength = Math.Max(grainStrength, affliction.GetScreenGrainStrength());
}
foreach (LimbHealth limbHealth in limbHealths)
{
@@ -766,6 +777,7 @@ namespace Barotrauma
Character.RadialDistortStrength = radialDistortStrength;
Character.ChromaticAberrationStrength = chromaticAberrationStrength;
Character.GrainStrength = grainStrength;
if (blurStrength > 0.0f)
{
distortTimer = (distortTimer + deltaTime * distortSpeed) % MathHelper.TwoPi;
@@ -986,8 +998,8 @@ namespace Barotrauma
cprButton.Visible =
Character == Character.Controlled?.SelectedCharacter
&& (Character.IsUnconscious || Character.Stun > 0.0f)
&& !Character.IsDead
&& Character.IsKnockedDown
&& openHealthWindow == this;
cprButton.IgnoreLayoutGroups = !cprButton.Visible;
cprButton.Selected =
@@ -1183,7 +1195,7 @@ namespace Barotrauma
}
}
private Color GetAfflictionIconColor(AfflictionPrefab prefab, Affliction affliction)
public static Color GetAfflictionIconColor(AfflictionPrefab prefab, Affliction affliction)
{
// No specific colors, use generic
if (prefab.IconColors == null)
@@ -1203,6 +1215,8 @@ namespace Barotrauma
}
}
public static Color GetAfflictionIconColor(Affliction affliction) => GetAfflictionIconColor(affliction.Prefab, affliction);
private void UpdateAfflictionContainer(LimbHealth selectedLimb)
{
selectedLimbText.Text = selectedLimb == null ? "" : selectedLimb.Name;
@@ -1270,7 +1284,7 @@ namespace Barotrauma
var afflictionIcon = new GUIImage(new RectTransform(Vector2.One * 0.8f, button.RectTransform, Anchor.Center), affliction.Prefab.Icon, scaleToFit: true)
{
Color = GetAfflictionIconColor(affliction.Prefab, affliction),
Color = GetAfflictionIconColor(affliction),
CanBeFocused = false
};
afflictionIcon.PressedColor = afflictionIcon.Color;
@@ -1906,7 +1920,7 @@ namespace Barotrauma
float alpha = MathHelper.Lerp(0.3f, 1.0f,
(affliction.Strength - showIconThreshold) / Math.Min(affliction.Prefab.MaxStrength - showIconThreshold, 10.0f));
affliction.Prefab.Icon.Draw(spriteBatch, iconPos - iconSize / 2.0f, GetAfflictionIconColor(affliction.Prefab, affliction) * alpha, 0, iconScale);
affliction.Prefab.Icon.Draw(spriteBatch, iconPos - iconSize / 2.0f, GetAfflictionIconColor(affliction) * alpha, 0, iconScale);
iconPos += new Vector2(10.0f, 20.0f) * iconScale;
}