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
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@@ -10,7 +10,7 @@ namespace Barotrauma.Items.Components
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class ItemContainer : ItemComponent
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{
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List<RelatedItem> containableItems;
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public ItemInventory inventory;
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public ItemInventory Inventory;
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private bool hasStatusEffects;
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@@ -94,7 +94,7 @@ namespace Barotrauma.Items.Components
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public ItemContainer(Item item, XElement element)
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: base (item, element)
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{
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inventory = new ItemInventory(item, this, capacity, hudPos, slotsPerRow);
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Inventory = new ItemInventory(item, this, capacity, hudPos, slotsPerRow);
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containableItems = new List<RelatedItem>();
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foreach (XElement subElement in element.Elements())
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@@ -119,7 +119,7 @@ namespace Barotrauma.Items.Components
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public void RemoveContained(Item item)
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{
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inventory.RemoveItem(item);
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Inventory.RemoveItem(item);
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}
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public bool CanBeContained(Item item)
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@@ -132,7 +132,7 @@ namespace Barotrauma.Items.Components
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{
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if (!hasStatusEffects) return;
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foreach (Item contained in inventory.Items)
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foreach (Item contained in Inventory.Items)
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{
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if (contained == null || contained.Condition <= 0.0f) continue;
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//if (contained.body != null) contained.body.Enabled = false;
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@@ -185,7 +185,7 @@ namespace Barotrauma.Items.Components
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currentRotation += item.body.Rotation;
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}
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foreach (Item containedItem in inventory.Items)
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foreach (Item containedItem in Inventory.Items)
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{
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if (containedItem == null) continue;
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@@ -204,7 +204,7 @@ namespace Barotrauma.Items.Components
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{
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if (!drawInventory && false) return;
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inventory.Draw(spriteBatch);
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Inventory.Draw(spriteBatch);
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}
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public override bool Pick(Character picker)
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@@ -217,7 +217,7 @@ namespace Barotrauma.Items.Components
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{
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if (containableItems.Find(x => x.MatchesItem(item)) == null) return false;
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if (inventory.TryPutItem(item))
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if (Inventory.TryPutItem(item))
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{
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IsActive = true;
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if (hideItems || (item.body!=null && !item.body.Enabled)) item.body.Enabled = false;
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@@ -239,7 +239,7 @@ namespace Barotrauma.Items.Components
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Item item = MapEntity.FindEntityByID(itemIds[i]) as Item;
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if (item == null) continue;
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inventory.TryPutItem(item, i, false);
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Inventory.TryPutItem(item, i, false);
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}
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itemIds = null;
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@@ -249,7 +249,7 @@ namespace Barotrauma.Items.Components
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{
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base.Remove();
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foreach (Item item in inventory.Items)
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foreach (Item item in Inventory.Items)
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{
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if (item == null) continue;
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item.Remove();
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@@ -280,10 +280,10 @@ namespace Barotrauma.Items.Components
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{
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XElement componentElement = base.Save(parentElement);
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string[] itemIdStrings = new string[inventory.Items.Length];
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for (int i = 0; i < inventory.Items.Length; i++)
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string[] itemIdStrings = new string[Inventory.Items.Length];
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for (int i = 0; i < Inventory.Items.Length; i++)
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{
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itemIdStrings[i] = (inventory.Items[i]==null) ? "0" : inventory.Items[i].ID.ToString();
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itemIdStrings[i] = (Inventory.Items[i]==null) ? "0" : Inventory.Items[i].ID.ToString();
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}
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componentElement.Add(new XAttribute("contained", string.Join(",",itemIdStrings)));
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