Fixed AIObjectiveGoto terminating if previous path was unreachable, BackGroundSpriteManager won't place a sprite if a suitable position isn't found, StatusEffect fire position fix, UI improvements, door convexhull fix, progress on Fabricators & Deconstructors, mapentities sorted by category in edit mode, item descriptions, TutorialMode refactoring to make it easier to add new types of tutorials

This commit is contained in:
Regalis
2015-12-28 13:21:24 +02:00
parent 8c032d8368
commit 92d396e6b2
69 changed files with 1264 additions and 455 deletions

View File

@@ -261,14 +261,16 @@ namespace Barotrauma
}
}
if (multiSlot) continue;
UpdateSlot(spriteBatch, slotRect, i, Items[i], i > 4);
if (Items[i]!=null && slotRect.Contains(PlayerInput.MousePosition))
if (Items[i] != null && slotRect.Contains(PlayerInput.MousePosition))
{
toolTip = Items[i].Name;
toolTip = string.IsNullOrEmpty(Items[i].Description) ? Items[i].Name : Items[i].Name + '\n' + Items[i].Description;
highlightedSlot = slotRect;
}
UpdateSlot(spriteBatch, slotRect, i, Items[i], i > 4);
if (draggingItem!=null && draggingItem == Items[i]) draggingItemSlot = slotRect;
}
@@ -305,6 +307,12 @@ namespace Barotrauma
if (!multiSlot) continue;
if (Items[i] != null && slotRect.Contains(PlayerInput.MousePosition))
{
toolTip = string.IsNullOrEmpty(Items[i].Description) ? Items[i].Name : Items[i].Name + '\n' + Items[i].Description;
highlightedSlot = slotRect;
}
UpdateSlot(spriteBatch, slotRect, i, Items[i], i > 4);
}