- 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.
This commit is contained in:
@@ -47,21 +47,21 @@ namespace Barotrauma.Items.Components
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set { dockingDir = value; }
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}
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[SerializableProperty("32.0,32.0", false)]
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[Serialize("32.0,32.0", false)]
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public Vector2 DistanceTolerance
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{
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get { return distanceTolerance; }
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set { distanceTolerance = value; }
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}
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[SerializableProperty(32.0f, false)]
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[Serialize(32.0f, false)]
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public float DockedDistance
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{
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get;
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set;
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}
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[SerializableProperty(true, false)]
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[Serialize(true, false)]
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public bool IsHorizontal
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{
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get;
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@@ -111,13 +111,13 @@ namespace Barotrauma.Items.Components
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}
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}
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[SerializableProperty("0.0,0.0,0.0,0.0", false)]
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[Serialize("0.0,0.0,0.0,0.0", false)]
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public string Window
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{
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get { return XMLExtensions.Vector4ToString(new Vector4(window.X, window.Y, window.Width, window.Height)); }
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set
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{
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Vector4 vector = XMLExtensions.ParseToVector4(value);
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Vector4 vector = XMLExtensions.ParseVector4(value);
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if (vector.Z != 0.0f || vector.W != 0.0f)
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{
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window = new Rectangle((int)vector.X, (int)vector.Y, (int)vector.Z, (int)vector.W);
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@@ -130,7 +130,7 @@ namespace Barotrauma.Items.Components
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get { return window; }
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}
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[Editable, SerializableProperty(false, true)]
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[Editable, Serialize(false, true)]
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public bool IsOpen
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{
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get { return isOpen; }
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@@ -29,49 +29,49 @@ namespace Barotrauma.Items.Components
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//the angle in which the Character holds the item
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protected float holdAngle;
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[SerializableProperty(false, true)]
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[Serialize(false, true)]
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public bool Attached
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{
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get { return attached && item.ParentInventory == null; }
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set { attached = value; }
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}
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[SerializableProperty(false, false)]
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[Serialize(false, false)]
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public bool ControlPose
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{
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get;
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set;
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}
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[SerializableProperty(false, false)]
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[Serialize(false, false)]
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public bool Attachable
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{
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get { return attachable; }
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set { attachable = value; }
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}
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[SerializableProperty(false, false)]
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[Serialize(false, false)]
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public bool AttachedByDefault
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{
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get { return attachedByDefault; }
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set { attachedByDefault = value; }
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}
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[SerializableProperty("0.0,0.0", false)]
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[Serialize("0.0,0.0", false)]
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public Vector2 HoldPos
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{
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get { return ConvertUnits.ToDisplayUnits(holdPos); }
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set { holdPos = ConvertUnits.ToSimUnits(value); }
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}
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[SerializableProperty("0.0,0.0", false)]
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[Serialize("0.0,0.0", false)]
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public Vector2 AimPos
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{
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get { return ConvertUnits.ToDisplayUnits(aimPos); }
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set { aimPos = ConvertUnits.ToSimUnits(value); }
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}
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[SerializableProperty(0.0f, false)]
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[Serialize(0.0f, false)]
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public float HoldAngle
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{
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get { return MathHelper.ToDegrees(holdAngle); }
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@@ -24,14 +24,14 @@ namespace Barotrauma.Items.Components
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private float reloadTimer;
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[SerializableProperty(0.0f, false)]
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[Serialize(0.0f, false)]
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public float Range
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{
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get { return ConvertUnits.ToDisplayUnits(range); }
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set { range = ConvertUnits.ToSimUnits(value); }
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}
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[SerializableProperty(0.5f, false)]
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[Serialize(0.5f, false)]
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public float Reload
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{
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get { return reload; }
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@@ -22,7 +22,7 @@ namespace Barotrauma.Items.Components
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private UsableIn usableIn;
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[SerializableProperty(0.0f, false)]
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[Serialize(0.0f, false)]
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public float Force
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{
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get { return force; }
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@@ -30,7 +30,7 @@ namespace Barotrauma.Items.Components
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}
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#if CLIENT
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[SerializableProperty("", false)]
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[Serialize("", false)]
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public string Particles
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{
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get { return particles; }
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@@ -13,28 +13,28 @@ namespace Barotrauma.Items.Components
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private Vector2 barrelPos;
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[SerializableProperty("0.0,0.0", false)]
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[Serialize("0.0,0.0", false)]
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public string BarrelPos
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{
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get { return XMLExtensions.Vector2ToString(ConvertUnits.ToDisplayUnits(barrelPos)); }
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set { barrelPos = ConvertUnits.ToSimUnits(XMLExtensions.ParseToVector2(value)); }
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set { barrelPos = ConvertUnits.ToSimUnits(XMLExtensions.ParseVector2(value)); }
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}
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[SerializableProperty(1.0f, false)]
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[Serialize(1.0f, false)]
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public float Reload
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{
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get { return reload; }
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set { reload = Math.Max(value, 0.0f); }
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}
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[SerializableProperty(0.0f, false)]
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[Serialize(0.0f, false)]
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public float Spread
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{
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get;
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set;
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}
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[SerializableProperty(0.0f, false)]
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[Serialize(0.0f, false)]
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public float UnskilledSpread
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{
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get;
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@@ -21,44 +21,44 @@ namespace Barotrauma.Items.Components
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private float activeTimer;
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[SerializableProperty(0.0f, false)]
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[Serialize(0.0f, false)]
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public float Range
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{
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get { return range; }
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set { range = value; }
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}
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[SerializableProperty(0.0f, false)]
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[Serialize(0.0f, false)]
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public float StructureFixAmount
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{
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get; set;
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}
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[SerializableProperty(0.0f, false)]
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[Serialize(0.0f, false)]
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public float LimbFixAmount
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{
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get; set;
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}
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[SerializableProperty(0.0f, false)]
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[Serialize(0.0f, false)]
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public float ExtinquishAmount
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{
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get; set;
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}
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[SerializableProperty("", false)]
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[Serialize("", false)]
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public string Particles
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{
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get { return particles; }
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set { particles = value; }
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}
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[SerializableProperty(0.0f, false)]
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[Serialize(0.0f, false)]
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public float ParticleSpeed
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{
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get; set;
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}
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[SerializableProperty("0.0,0.0", false)]
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[Serialize("0.0,0.0", false)]
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public Vector2 BarrelPos
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{
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get { return barrelPos; }
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@@ -12,7 +12,7 @@ namespace Barotrauma.Items.Components
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bool throwing;
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[SerializableProperty(1.0f, false)]
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[Serialize(1.0f, false)]
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public float ThrowForce
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{
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get { return throwForce; }
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@@ -18,7 +18,7 @@ namespace Barotrauma.Items.Components
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/// <summary>
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/// The base class for components holding the different functionalities of the item
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/// </summary>
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partial class ItemComponent : IPropertyObject
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partial class ItemComponent : ISerializableEntity
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{
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protected Item item;
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@@ -47,15 +47,15 @@ namespace Barotrauma.Items.Components
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private string msg;
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[SerializableProperty(0.0f, false)]
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[Serialize(0.0f, false)]
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public float PickingTime
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{
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get;
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private set;
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}
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public readonly Dictionary<string, ObjectProperty> properties;
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public Dictionary<string, ObjectProperty> ObjectProperties
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public readonly Dictionary<string, SerializableProperty> properties;
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public Dictionary<string, SerializableProperty> SerializableProperties
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{
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get { return properties; }
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}
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@@ -103,21 +103,21 @@ namespace Barotrauma.Items.Components
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}
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}
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[SerializableProperty(false, false)]
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[Serialize(false, false)]
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public bool CanBePicked
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{
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get { return canBePicked; }
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set { canBePicked = value; }
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}
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[SerializableProperty(false, false)]
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[Serialize(false, false)]
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public bool DrawHudWhenEquipped
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{
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get;
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private set;
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}
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[SerializableProperty(false, false)]
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[Serialize(false, false)]
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public bool CanBeSelected
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{
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get { return canBeSelected; }
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@@ -136,7 +136,7 @@ namespace Barotrauma.Items.Components
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protected set;
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}
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[SerializableProperty(false, false)]
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[Serialize(false, false)]
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public bool DeleteOnUse
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{
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get;
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@@ -153,7 +153,7 @@ namespace Barotrauma.Items.Components
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get { return name; }
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}
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[SerializableProperty("", false)]
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[Serialize("", false)]
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public string Msg
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{
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get { return msg; }
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@@ -164,7 +164,7 @@ namespace Barotrauma.Items.Components
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{
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this.item = item;
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properties = ObjectProperty.GetProperties(this);
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properties = SerializableProperty.GetProperties(this);
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//canBePicked = ToolBox.GetAttributeBool(element, "canbepicked", false);
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//canBeSelected = ToolBox.GetAttributeBool(element, "canbeselected", false);
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@@ -205,7 +205,7 @@ namespace Barotrauma.Items.Components
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DebugConsole.ThrowError("Invalid pick key in " + element + "!", e);
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}
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properties = ObjectProperty.DeserializeProperties(this, element);
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properties = SerializableProperty.DeserializeProperties(this, element);
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foreach (XElement subElement in element.Elements())
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{
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@@ -477,7 +477,7 @@ namespace Barotrauma.Items.Components
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}
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}
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public void ApplyStatusEffects(ActionType type, List<IPropertyObject> targets, float deltaTime)
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public void ApplyStatusEffects(ActionType type, List<ISerializableEntity> targets, float deltaTime)
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{
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if (statusEffectLists == null) return;
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@@ -496,7 +496,7 @@ namespace Barotrauma.Items.Components
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foreach (XAttribute attribute in componentElement.Attributes())
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{
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ObjectProperty property = null;
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SerializableProperty property = null;
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if (!properties.TryGetValue(attribute.Name.ToString().ToLowerInvariant(), out property)) continue;
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property.TrySetValue(attribute.Value);
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@@ -586,7 +586,7 @@ namespace Barotrauma.Items.Components
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componentElement.Add(newElement);
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}
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ObjectProperty.SerializeProperties(this, componentElement);
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SerializableProperty.SerializeProperties(this, componentElement);
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parentElement.Add(componentElement);
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return componentElement;
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@@ -18,7 +18,7 @@ namespace Barotrauma.Items.Components
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private ushort[] itemIds;
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//how many items can be contained
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[SerializableProperty(5, false)]
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[Serialize(5, false)]
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public int Capacity
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{
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get { return capacity; }
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@@ -26,7 +26,7 @@ namespace Barotrauma.Items.Components
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}
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private int capacity;
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[SerializableProperty(true, false)]
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[Serialize(true, false)]
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public bool HideItems
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{
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get { return hideItems; }
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@@ -38,7 +38,7 @@ namespace Barotrauma.Items.Components
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}
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private bool hideItems;
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[SerializableProperty(false, false)]
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[Serialize(false, false)]
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public bool DrawInventory
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{
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get { return drawInventory; }
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@@ -47,7 +47,7 @@ namespace Barotrauma.Items.Components
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private bool drawInventory;
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//the position of the first item in the container
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[SerializableProperty("0.0,0.0", false)]
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[Serialize("0.0,0.0", false)]
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public Vector2 ItemPos
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{
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get { return itemPos; }
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@@ -56,7 +56,7 @@ namespace Barotrauma.Items.Components
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private Vector2 itemPos;
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//item[i].Pos = itemPos + itemInterval*i
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[SerializableProperty("0.0,0.0", false)]
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[Serialize("0.0,0.0", false)]
|
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public Vector2 ItemInterval
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{
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get { return itemInterval; }
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@@ -64,7 +64,7 @@ namespace Barotrauma.Items.Components
|
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}
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private Vector2 itemInterval;
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|
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[SerializableProperty(0.0f, false)]
|
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[Serialize(0.0f, false)]
|
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public float ItemRotation
|
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{
|
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get { return MathHelper.ToDegrees(itemRotation); }
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@@ -73,7 +73,7 @@ namespace Barotrauma.Items.Components
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private float itemRotation;
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|
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|
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[SerializableProperty("0.5,0.9", false)]
|
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[Serialize("0.5,0.9", false)]
|
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public Vector2 HudPos
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{
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get { return hudPos; }
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@@ -84,7 +84,7 @@ namespace Barotrauma.Items.Components
|
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}
|
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private Vector2 hudPos;
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|
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[SerializableProperty(5, false)]
|
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[Serialize(5, false)]
|
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public int SlotsPerRow
|
||||
{
|
||||
get { return slotsPerRow; }
|
||||
|
||||
@@ -23,7 +23,7 @@ namespace Barotrauma.Items.Components
|
||||
// }
|
||||
//}
|
||||
|
||||
[Editable, SerializableProperty(2000.0f, true)]
|
||||
[Editable, Serialize(2000.0f, true)]
|
||||
public float MaxForce
|
||||
{
|
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get { return maxForce; }
|
||||
|
||||
@@ -16,21 +16,21 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
bool hasPower;
|
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|
||||
[Editable, SerializableProperty(false, true)]
|
||||
[Editable, Serialize(false, true)]
|
||||
public bool RequireWaterDetectors
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Editable, SerializableProperty(true, true)]
|
||||
[Editable, Serialize(true, true)]
|
||||
public bool RequireOxygenDetectors
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Editable, SerializableProperty(false, true)]
|
||||
[Editable, Serialize(false, true)]
|
||||
public bool ShowHullIntegrity
|
||||
{
|
||||
get;
|
||||
|
||||
@@ -29,7 +29,7 @@ namespace Barotrauma.Items.Components
|
||||
private set;
|
||||
}
|
||||
|
||||
[Editable, SerializableProperty(100.0f, true)]
|
||||
[Editable, Serialize(100.0f, true)]
|
||||
public float GeneratedAmount
|
||||
{
|
||||
get { return generatedAmount; }
|
||||
|
||||
@@ -15,7 +15,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public Hull hull1;
|
||||
|
||||
[SerializableProperty(0.0f, true)]
|
||||
[Serialize(0.0f, true)]
|
||||
public float FlowPercentage
|
||||
{
|
||||
get { return flowPercentage; }
|
||||
@@ -27,7 +27,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
[SerializableProperty(80.0f, false)]
|
||||
[Serialize(80.0f, false)]
|
||||
public float MaxFlow
|
||||
{
|
||||
get { return maxFlow; }
|
||||
|
||||
@@ -26,14 +26,14 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private float displayBorderSize;
|
||||
|
||||
[SerializableProperty(10000.0f, false)]
|
||||
[Serialize(10000.0f, false)]
|
||||
public float Range
|
||||
{
|
||||
get { return range; }
|
||||
set { range = MathHelper.Clamp(value, 0.0f, 100000.0f); }
|
||||
}
|
||||
|
||||
[SerializableProperty(false, false)]
|
||||
[Serialize(false, false)]
|
||||
public bool DetectSubmarineWalls
|
||||
{
|
||||
get;
|
||||
|
||||
@@ -54,7 +54,7 @@ namespace Barotrauma.Items.Components
|
||||
private float? nextServerLogWriteTime;
|
||||
private float lastServerLogWriteTime;
|
||||
|
||||
[Editable, SerializableProperty(9500.0f, true)]
|
||||
[Editable, Serialize(9500.0f, true)]
|
||||
public float MeltDownTemp
|
||||
{
|
||||
get { return meltDownTemp; }
|
||||
@@ -64,7 +64,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
[Editable, SerializableProperty(9000.0f, true)]
|
||||
[Editable, Serialize(9000.0f, true)]
|
||||
public float FireTemp
|
||||
{
|
||||
get { return fireTemp; }
|
||||
@@ -74,7 +74,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
[Editable, SerializableProperty(1.0f, true)]
|
||||
[Editable, Serialize(1.0f, true)]
|
||||
public float PowerPerTemp
|
||||
{
|
||||
get { return powerPerTemp; }
|
||||
@@ -84,7 +84,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
[SerializableProperty(0.0f, true)]
|
||||
[Serialize(0.0f, true)]
|
||||
public float FissionRate
|
||||
{
|
||||
get { return fissionRate; }
|
||||
@@ -95,7 +95,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
[SerializableProperty(0.0f, true)]
|
||||
[Serialize(0.0f, true)]
|
||||
public float CoolingRate
|
||||
{
|
||||
get { return coolingRate; }
|
||||
@@ -106,7 +106,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
[SerializableProperty(0.0f, true)]
|
||||
[Serialize(0.0f, true)]
|
||||
public float Temperature
|
||||
{
|
||||
get { return temperature; }
|
||||
@@ -122,7 +122,7 @@ namespace Barotrauma.Items.Components
|
||||
return (temperature > 0.0f);
|
||||
}
|
||||
|
||||
[SerializableProperty(false, true)]
|
||||
[Serialize(false, true)]
|
||||
public bool AutoTemp
|
||||
{
|
||||
get { return autoTemp; }
|
||||
@@ -139,7 +139,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public float AvailableFuel { get; set; }
|
||||
|
||||
[SerializableProperty(500.0f, true)]
|
||||
[Serialize(500.0f, true)]
|
||||
public float ShutDownTemp
|
||||
{
|
||||
get { return shutDownTemp; }
|
||||
|
||||
@@ -67,7 +67,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
[Editable, SerializableProperty(0.5f, true)]
|
||||
[Editable, Serialize(0.5f, true)]
|
||||
public float NeutralBallastLevel
|
||||
{
|
||||
get { return neutralBallastLevel; }
|
||||
@@ -336,7 +336,7 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (connection.Name == "velocity_in")
|
||||
{
|
||||
currVelocity = XMLExtensions.ParseToVector2(signal, false);
|
||||
currVelocity = XMLExtensions.ParseVector2(signal, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -32,21 +32,21 @@ namespace Barotrauma.Items.Components
|
||||
private set;
|
||||
}
|
||||
|
||||
[Editable, SerializableProperty(10.0f, true)]
|
||||
[Editable, Serialize(10.0f, true)]
|
||||
public float MaxOutPut
|
||||
{
|
||||
set { maxOutput = value; }
|
||||
get { return maxOutput; }
|
||||
}
|
||||
|
||||
[SerializableProperty(10.0f, true), Editable]
|
||||
[Serialize(10.0f, true), Editable]
|
||||
public float Capacity
|
||||
{
|
||||
get { return capacity; }
|
||||
set { capacity = Math.Max(value, 1.0f); }
|
||||
}
|
||||
|
||||
[Editable, SerializableProperty(0.0f, true)]
|
||||
[Editable, Serialize(0.0f, true)]
|
||||
public float Charge
|
||||
{
|
||||
get { return charge; }
|
||||
@@ -63,7 +63,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
[SerializableProperty(10.0f, true), Editable]
|
||||
[Serialize(10.0f, true), Editable]
|
||||
public float RechargeSpeed
|
||||
{
|
||||
get { return rechargeSpeed; }
|
||||
@@ -75,7 +75,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
[SerializableProperty(10.0f, false), Editable]
|
||||
[Serialize(10.0f, false), Editable]
|
||||
public float MaxRechargeSpeed
|
||||
{
|
||||
get { return maxRechargeSpeed; }
|
||||
|
||||
@@ -18,14 +18,14 @@ namespace Barotrauma.Items.Components
|
||||
//the maximum amount of power the item can draw from connected items
|
||||
protected float powerConsumption;
|
||||
|
||||
[Editable, SerializableProperty(0.5f, true)]
|
||||
[Editable, Serialize(0.5f, true)]
|
||||
public float MinVoltage
|
||||
{
|
||||
get { return minVoltage; }
|
||||
set { minVoltage = value; }
|
||||
}
|
||||
|
||||
[Editable, SerializableProperty(0.0f, true)]
|
||||
[Editable, Serialize(0.0f, true)]
|
||||
public float PowerConsumption
|
||||
{
|
||||
get { return powerConsumption; }
|
||||
@@ -33,7 +33,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
|
||||
|
||||
[SerializableProperty(false,true)]
|
||||
[Serialize(false,true)]
|
||||
public override bool IsActive
|
||||
{
|
||||
get { return base.IsActive; }
|
||||
@@ -44,14 +44,14 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
[SerializableProperty(0.0f, true)]
|
||||
[Serialize(0.0f, true)]
|
||||
public float CurrPowerConsumption
|
||||
{
|
||||
get {return currPowerConsumption; }
|
||||
set { currPowerConsumption = value; }
|
||||
}
|
||||
|
||||
[SerializableProperty(0.0f, true)]
|
||||
[Serialize(0.0f, true)]
|
||||
public float Voltage
|
||||
{
|
||||
get { return voltage; }
|
||||
|
||||
@@ -23,35 +23,35 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public Character User;
|
||||
|
||||
[SerializableProperty(10.0f, false)]
|
||||
[Serialize(10.0f, false)]
|
||||
public float LaunchImpulse
|
||||
{
|
||||
get { return launchImpulse; }
|
||||
set { launchImpulse = value; }
|
||||
}
|
||||
|
||||
[SerializableProperty(false, false)]
|
||||
[Serialize(false, false)]
|
||||
public bool CharacterUsable
|
||||
{
|
||||
get { return characterUsable; }
|
||||
set { characterUsable = value; }
|
||||
}
|
||||
|
||||
[SerializableProperty(false, false)]
|
||||
[Serialize(false, false)]
|
||||
public bool DoesStick
|
||||
{
|
||||
get { return doesStick; }
|
||||
set { doesStick = value; }
|
||||
}
|
||||
|
||||
[SerializableProperty(false, false)]
|
||||
[Serialize(false, false)]
|
||||
public bool Hitscan
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[SerializableProperty(false, false)]
|
||||
[Serialize(false, false)]
|
||||
public bool RemoveOnHit
|
||||
{
|
||||
get;
|
||||
|
||||
@@ -13,7 +13,7 @@ namespace Barotrauma.Items.Components
|
||||
//the output is sent if both inputs have received a signal within the timeframe
|
||||
protected float timeFrame;
|
||||
|
||||
[InGameEditable, SerializableProperty(0.0f, true)]
|
||||
[InGameEditable, Serialize(0.0f, true)]
|
||||
public float TimeFrame
|
||||
{
|
||||
get { return timeFrame; }
|
||||
@@ -23,14 +23,14 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
[InGameEditable, SerializableProperty("1", true)]
|
||||
[InGameEditable, Serialize("1", true)]
|
||||
public string Output
|
||||
{
|
||||
get { return output; }
|
||||
set { output = value; }
|
||||
}
|
||||
|
||||
[InGameEditable, SerializableProperty("", true)]
|
||||
[InGameEditable, Serialize("", true)]
|
||||
public string FalseOutput
|
||||
{
|
||||
get { return falseOutput; }
|
||||
|
||||
@@ -15,7 +15,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private Queue<Tuple<string, DateTime>> signalQueue;
|
||||
|
||||
[InGameEditable, SerializableProperty(1.0f, true)]
|
||||
[InGameEditable, Serialize(1.0f, true)]
|
||||
public float Delay
|
||||
{
|
||||
get { return (float)delay.TotalSeconds; }
|
||||
|
||||
@@ -21,7 +21,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private bool castShadows;
|
||||
|
||||
[Editable, SerializableProperty(100.0f, true)]
|
||||
[Editable, Serialize(100.0f, true)]
|
||||
public float Range
|
||||
{
|
||||
get { return range; }
|
||||
@@ -31,7 +31,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
[Editable, SerializableProperty(true, true)]
|
||||
[Editable, Serialize(true, true)]
|
||||
public bool CastShadows
|
||||
{
|
||||
get { return castShadows; }
|
||||
@@ -44,7 +44,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
[Editable, SerializableProperty(false, true)]
|
||||
[Editable, Serialize(false, true)]
|
||||
public bool IsOn
|
||||
{
|
||||
get { return IsActive; }
|
||||
@@ -57,7 +57,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
[SerializableProperty(0.0f, false)]
|
||||
[Serialize(0.0f, false)]
|
||||
public float Flicker
|
||||
{
|
||||
get { return flicker; }
|
||||
@@ -67,7 +67,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
[InGameEditable, SerializableProperty("1.0,1.0,1.0,1.0", true)]
|
||||
[InGameEditable, Serialize("1.0,1.0,1.0,1.0", true)]
|
||||
public Color LightColor
|
||||
{
|
||||
get { return lightColor; }
|
||||
@@ -207,7 +207,7 @@ namespace Barotrauma.Items.Components
|
||||
IsActive = (signal != "0");
|
||||
break;
|
||||
case "set_color":
|
||||
LightColor = XMLExtensions.ParseToColor(signal, false);
|
||||
LightColor = XMLExtensions.ParseColor(signal, false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -17,7 +17,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private float updateTimer;
|
||||
|
||||
[InGameEditable, SerializableProperty(0.0f, true)]
|
||||
[InGameEditable, Serialize(0.0f, true)]
|
||||
public float Range
|
||||
{
|
||||
get { return range; }
|
||||
@@ -27,14 +27,14 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
[InGameEditable, SerializableProperty("1", true)]
|
||||
[InGameEditable, Serialize("1", true)]
|
||||
public string Output
|
||||
{
|
||||
get { return output; }
|
||||
set { output = value; }
|
||||
}
|
||||
|
||||
[InGameEditable, SerializableProperty("", true)]
|
||||
[InGameEditable, Serialize("", true)]
|
||||
public string FalseOutput
|
||||
{
|
||||
get { return falseOutput; }
|
||||
|
||||
@@ -20,14 +20,14 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private float phase;
|
||||
|
||||
[InGameEditable, SerializableProperty(WaveType.Pulse, true)]
|
||||
[InGameEditable, Serialize(WaveType.Pulse, true)]
|
||||
public WaveType OutputType
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[InGameEditable, SerializableProperty(1.0f, true)]
|
||||
[InGameEditable, Serialize(1.0f, true)]
|
||||
public float Frequency
|
||||
{
|
||||
get { return frequency; }
|
||||
|
||||
@@ -16,14 +16,14 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private Regex regex;
|
||||
|
||||
[InGameEditable, SerializableProperty("1", true)]
|
||||
[InGameEditable, Serialize("1", true)]
|
||||
public string Output
|
||||
{
|
||||
get { return output; }
|
||||
set { output = value; }
|
||||
}
|
||||
|
||||
[InGameEditable, SerializableProperty("", true)]
|
||||
[InGameEditable, Serialize("", true)]
|
||||
public string Expression
|
||||
{
|
||||
get { return expression; }
|
||||
|
||||
@@ -11,7 +11,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private bool isOn;
|
||||
|
||||
[Editable, SerializableProperty(1000.0f, true)]
|
||||
[Editable, Serialize(1000.0f, true)]
|
||||
public float MaxPower
|
||||
{
|
||||
get { return maxPower; }
|
||||
@@ -21,7 +21,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
[Editable, SerializableProperty(false, true)]
|
||||
[Editable, Serialize(false, true)]
|
||||
public bool IsOn
|
||||
{
|
||||
get
|
||||
|
||||
@@ -8,20 +8,20 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private string targetSignal;
|
||||
|
||||
[InGameEditable, SerializableProperty("1", true)]
|
||||
[InGameEditable, Serialize("1", true)]
|
||||
public string Output
|
||||
{
|
||||
get { return output; }
|
||||
set { output = value; }
|
||||
}
|
||||
[InGameEditable, SerializableProperty("0", true)]
|
||||
[InGameEditable, Serialize("0", true)]
|
||||
public string FalseOutput
|
||||
{
|
||||
get { return falseOutput; }
|
||||
set { falseOutput = value; }
|
||||
}
|
||||
|
||||
[InGameEditable, SerializableProperty("", true)]
|
||||
[InGameEditable, Serialize("", true)]
|
||||
public string TargetSignal
|
||||
{
|
||||
get { return targetSignal; }
|
||||
|
||||
@@ -14,14 +14,14 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private int channel;
|
||||
|
||||
[SerializableProperty(20000.0f, false)]
|
||||
[Serialize(20000.0f, false)]
|
||||
public float Range
|
||||
{
|
||||
get { return range; }
|
||||
set { range = Math.Max(value, 0.0f); }
|
||||
}
|
||||
|
||||
[InGameEditable, SerializableProperty(1, true)]
|
||||
[InGameEditable, Serialize(1, true)]
|
||||
public int Channel
|
||||
{
|
||||
get { return channel; }
|
||||
@@ -31,7 +31,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
[Editable, SerializableProperty(false, false)]
|
||||
[Editable, Serialize(false, false)]
|
||||
public bool LinkToChat
|
||||
{
|
||||
get;
|
||||
|
||||
@@ -26,7 +26,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
Camera cam;
|
||||
|
||||
[SerializableProperty("0,0", false)]
|
||||
[Serialize("0,0", false)]
|
||||
public Vector2 BarrelPos
|
||||
{
|
||||
get
|
||||
@@ -39,21 +39,21 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
[SerializableProperty(0.0f, false)]
|
||||
[Serialize(0.0f, false)]
|
||||
public float LaunchImpulse
|
||||
{
|
||||
get { return launchImpulse; }
|
||||
set { launchImpulse = value; }
|
||||
}
|
||||
|
||||
[SerializableProperty(5.0f, false)]
|
||||
[Serialize(5.0f, false)]
|
||||
public float Reload
|
||||
{
|
||||
get { return reloadTime; }
|
||||
set { reloadTime = value; }
|
||||
}
|
||||
|
||||
[SerializableProperty("0.0,0.0", true), Editable]
|
||||
[Serialize("0.0,0.0", true), Editable]
|
||||
public Vector2 RotationLimits
|
||||
{
|
||||
get
|
||||
@@ -350,7 +350,7 @@ namespace Barotrauma.Items.Components
|
||||
switch (connection.Name)
|
||||
{
|
||||
case "position_in":
|
||||
Vector2 receivedPos = XMLExtensions.ParseToVector2(signal, false);
|
||||
Vector2 receivedPos = XMLExtensions.ParseVector2(signal, false);
|
||||
|
||||
Vector2 centerPos = new Vector2(item.WorldRect.X + barrelPos.X, item.WorldRect.Y - barrelPos.Y);
|
||||
|
||||
|
||||
@@ -35,14 +35,14 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private Vector2 armorSector;
|
||||
|
||||
[SerializableProperty(0.0f, false)]
|
||||
[Serialize(0.0f, false)]
|
||||
public float ArmorValue
|
||||
{
|
||||
get { return armorValue; }
|
||||
set { armorValue = MathHelper.Clamp(value, 0.0f, 100.0f); }
|
||||
}
|
||||
|
||||
[SerializableProperty("0.0,360.0", false)]
|
||||
[Serialize("0.0,360.0", false)]
|
||||
public Vector2 ArmorSector
|
||||
{
|
||||
get { return armorSector; }
|
||||
|
||||
@@ -23,7 +23,7 @@ namespace Barotrauma
|
||||
OnImpact
|
||||
}
|
||||
|
||||
partial class Item : MapEntity, IDamageable, IPropertyObject, IServerSerializable, IClientSerializable
|
||||
partial class Item : MapEntity, IDamageable, ISerializableEntity, IServerSerializable, IClientSerializable
|
||||
{
|
||||
const float MaxVel = 64.0f;
|
||||
|
||||
@@ -64,8 +64,8 @@ namespace Barotrauma
|
||||
//a dictionary containing lists of the status effects in all the components of the item
|
||||
private Dictionary<ActionType, List<StatusEffect>> statusEffectLists;
|
||||
|
||||
public readonly Dictionary<string, ObjectProperty> properties;
|
||||
public Dictionary<string, ObjectProperty> ObjectProperties
|
||||
public readonly Dictionary<string, SerializableProperty> properties;
|
||||
public Dictionary<string, SerializableProperty> SerializableProperties
|
||||
{
|
||||
get { return properties; }
|
||||
}
|
||||
@@ -169,14 +169,11 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
protected Color spriteColor;
|
||||
[Editable, SerializableProperty("1.0,1.0,1.0,1.0", true)]
|
||||
public string SpriteColor
|
||||
[Editable, Serialize("1.0,1.0,1.0,1.0", true)]
|
||||
public Color SpriteColor
|
||||
{
|
||||
get { return XMLExtensions.Vector4ToString(spriteColor.ToVector4()); }
|
||||
set
|
||||
{
|
||||
spriteColor = new Color(XMLExtensions.ParseToVector4(value));
|
||||
}
|
||||
get { return spriteColor; }
|
||||
set { spriteColor = value; }
|
||||
}
|
||||
|
||||
public Color Color
|
||||
@@ -220,7 +217,7 @@ namespace Barotrauma
|
||||
get { return condition; }
|
||||
}
|
||||
|
||||
[Editable, SerializableProperty("", true)]
|
||||
[Editable, Serialize("", true)]
|
||||
public string Tags
|
||||
{
|
||||
get { return string.Join(",",tags); }
|
||||
@@ -313,11 +310,11 @@ namespace Barotrauma
|
||||
#endif
|
||||
}
|
||||
|
||||
public List<IPropertyObject> AllPropertyObjects
|
||||
public List<ISerializableEntity> AllPropertyObjects
|
||||
{
|
||||
get
|
||||
{
|
||||
List<IPropertyObject> pobjects = new List<IPropertyObject>();
|
||||
List<ISerializableEntity> pobjects = new List<ISerializableEntity>();
|
||||
pobjects.Add(this);
|
||||
foreach (ItemComponent ic in components)
|
||||
{
|
||||
@@ -359,7 +356,7 @@ namespace Barotrauma
|
||||
XElement element = prefab.ConfigElement;
|
||||
if (element == null) return;
|
||||
|
||||
properties = ObjectProperty.DeserializeProperties(this, element);
|
||||
properties = SerializableProperty.DeserializeProperties(this, element);
|
||||
|
||||
if (submarine == null || !submarine.Loading) FindHull();
|
||||
|
||||
@@ -457,14 +454,14 @@ namespace Barotrauma
|
||||
public override MapEntity Clone()
|
||||
{
|
||||
Item clone = new Item(rect, prefab, Submarine);
|
||||
foreach (KeyValuePair<string, ObjectProperty> property in properties)
|
||||
foreach (KeyValuePair<string, SerializableProperty> property in properties)
|
||||
{
|
||||
if (!property.Value.Attributes.OfType<Editable>().Any()) continue;
|
||||
clone.properties[property.Key].TrySetValue(property.Value.GetValue());
|
||||
}
|
||||
for (int i = 0; i < components.Count; i++)
|
||||
{
|
||||
foreach (KeyValuePair<string, ObjectProperty> property in components[i].properties)
|
||||
foreach (KeyValuePair<string, SerializableProperty> property in components[i].properties)
|
||||
{
|
||||
if (!property.Value.Attributes.OfType<Editable>().Any()) continue;
|
||||
clone.components[i].properties[property.Key].TrySetValue(property.Value.GetValue());
|
||||
@@ -706,7 +703,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
List<IPropertyObject> targets = new List<IPropertyObject>();
|
||||
List<ISerializableEntity> targets = new List<ISerializableEntity>();
|
||||
if (containedItems != null)
|
||||
{
|
||||
if (effect.Targets.HasFlag(StatusEffect.TargetType.Contained))
|
||||
@@ -1235,13 +1232,13 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
|
||||
public List<ObjectProperty> GetProperties<T>()
|
||||
public List<SerializableProperty> GetProperties<T>()
|
||||
{
|
||||
List<ObjectProperty> editableProperties = ObjectProperty.GetProperties<T>(this);
|
||||
List<SerializableProperty> editableProperties = SerializableProperty.GetProperties<T>(this);
|
||||
|
||||
foreach (ItemComponent ic in components)
|
||||
{
|
||||
List<ObjectProperty> componentProperties = ObjectProperty.GetProperties<T>(ic);
|
||||
List<SerializableProperty> componentProperties = SerializableProperty.GetProperties<T>(ic);
|
||||
foreach (var property in componentProperties)
|
||||
{
|
||||
editableProperties.Add(property);
|
||||
@@ -1355,15 +1352,15 @@ namespace Barotrauma
|
||||
private void WritePropertyChange(NetBuffer msg, object[] extraData)
|
||||
{
|
||||
var allProperties = GetProperties<InGameEditable>();
|
||||
ObjectProperty objectProperty = extraData[1] as ObjectProperty;
|
||||
if (objectProperty != null)
|
||||
SerializableProperty property = extraData[1] as SerializableProperty;
|
||||
if (property != null)
|
||||
{
|
||||
if (allProperties.Count > 1)
|
||||
{
|
||||
msg.WriteRangedInteger(0, allProperties.Count - 1, allProperties.IndexOf(objectProperty));
|
||||
msg.WriteRangedInteger(0, allProperties.Count - 1, allProperties.IndexOf(property));
|
||||
}
|
||||
|
||||
object value = objectProperty.GetValue();
|
||||
object value = property.GetValue();
|
||||
if (value is string)
|
||||
{
|
||||
msg.Write((string)value);
|
||||
@@ -1398,24 +1395,24 @@ namespace Barotrauma
|
||||
propertyIndex = msg.ReadRangedInteger(0, allProperties.Count-1);
|
||||
}
|
||||
|
||||
ObjectProperty objectProperty = allProperties[propertyIndex];
|
||||
SerializableProperty property = allProperties[propertyIndex];
|
||||
|
||||
Type type = objectProperty.PropertyType;
|
||||
Type type = property.PropertyType;
|
||||
if (type == typeof(string))
|
||||
{
|
||||
objectProperty.TrySetValue(msg.ReadString());
|
||||
property.TrySetValue(msg.ReadString());
|
||||
}
|
||||
else if (type == typeof(float))
|
||||
{
|
||||
objectProperty.TrySetValue(msg.ReadFloat());
|
||||
property.TrySetValue(msg.ReadFloat());
|
||||
}
|
||||
else if (type == typeof(int))
|
||||
{
|
||||
objectProperty.TrySetValue(msg.ReadInt32());
|
||||
property.TrySetValue(msg.ReadInt32());
|
||||
}
|
||||
else if (type == typeof(bool))
|
||||
{
|
||||
objectProperty.TrySetValue(msg.ReadBoolean());
|
||||
property.TrySetValue(msg.ReadBoolean());
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -1424,7 +1421,7 @@ namespace Barotrauma
|
||||
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
GameMain.Server.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.ChangeProperty, objectProperty });
|
||||
GameMain.Server.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.ChangeProperty, property });
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1638,12 +1635,12 @@ namespace Barotrauma
|
||||
|
||||
foreach (XAttribute attribute in element.Attributes())
|
||||
{
|
||||
ObjectProperty property = null;
|
||||
SerializableProperty property = null;
|
||||
if (!item.properties.TryGetValue(attribute.Name.ToString(), out property)) continue;
|
||||
|
||||
bool shouldBeLoaded = false;
|
||||
|
||||
foreach (var propertyAttribute in property.Attributes.OfType<SerializableProperty>())
|
||||
foreach (var propertyAttribute in property.Attributes.OfType<Serialize>())
|
||||
{
|
||||
if (propertyAttribute.isSaveable)
|
||||
{
|
||||
@@ -1713,7 +1710,7 @@ namespace Barotrauma
|
||||
element.Add(new XAttribute("linked", string.Join(",", linkedToIDs)));
|
||||
}
|
||||
|
||||
ObjectProperty.SerializeProperties(this, element);
|
||||
SerializableProperty.SerializeProperties(this, element);
|
||||
|
||||
foreach (ItemComponent ic in components)
|
||||
{
|
||||
|
||||
@@ -289,7 +289,7 @@ namespace Barotrauma
|
||||
|
||||
|
||||
string spriteColorStr = element.GetAttributeString("spritecolor", "1.0,1.0,1.0,1.0");
|
||||
SpriteColor = new Color(XMLExtensions.ParseToVector4(spriteColorStr));
|
||||
SpriteColor = new Color(XMLExtensions.ParseVector4(spriteColorStr));
|
||||
|
||||
price = element.GetAttributeInt("price", 0);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user