- Renamed a bunch of ObjectProperty-related stuff (ObjectProperty -> SerializableProperty, IPropertyObject -> ISerializableEntity, the "SerializableProperty" attribute -> Serialize).
- Rectangle serialization. - Option to restrict numeric properties to a range of values. - WIP generic ISerializableEntity editor.
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@@ -33,7 +33,7 @@ namespace Barotrauma.Items.Components
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}
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}
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partial class ItemComponent : IPropertyObject
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partial class ItemComponent : ISerializableEntity
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{
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private Dictionary<ActionType, List<ItemSound>> sounds;
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@@ -109,13 +109,13 @@ namespace Barotrauma.Items.Components
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if (sound == null) return 0.0f;
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if (sound.VolumeProperty == "") return 1.0f;
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ObjectProperty op = null;
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if (properties.TryGetValue(sound.VolumeProperty.ToLowerInvariant(), out op))
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SerializableProperty property = null;
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if (properties.TryGetValue(sound.VolumeProperty.ToLowerInvariant(), out property))
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{
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float newVolume = 0.0f;
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try
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{
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newVolume = (float)op.GetValue();
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newVolume = (float)property.GetValue();
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}
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catch
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{
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@@ -128,12 +128,7 @@ namespace Barotrauma.Items.Components
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return 0.0f;
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}
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//public virtual void Draw(SpriteBatch spriteBatch, bool editing = false)
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//{
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// item.drawableComponents = Array.FindAll(item.drawableComponents, i => i != this);
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//}
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public virtual void DrawHUD(SpriteBatch spriteBatch, Character character) { }
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public virtual void AddToGUIUpdateList() { }
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