Moved some more UI update logic from draw to update
todo: inventories (oh the horror)
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@@ -254,20 +254,18 @@ namespace Barotrauma
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currentLocation.Discovered = true;
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}
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public void Draw(SpriteBatch spriteBatch, Rectangle rect, float scale = 1.0f)
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public void Update(float deltaTime, Rectangle rect, float scale = 1.0f)
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{
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Vector2 rectCenter = new Vector2(rect.Center.X, rect.Center.Y);
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Vector2 offset = -currentLocation.MapPosition;
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iceTexture.DrawTiled(spriteBatch, new Vector2(rect.X, rect.Y), new Vector2(rect.Width, rect.Height), Vector2.Zero, Color.White*0.8f);
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float maxDist = 20.0f;
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float closestDist = 0.0f;
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highlightedLocation = null;
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for (int i = 0; i < locations.Count;i++ )
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for (int i = 0; i < locations.Count; i++)
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{
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Location location = locations[i];
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Vector2 pos = rectCenter + (location.MapPosition+offset) * scale;
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Vector2 pos = rectCenter + (location.MapPosition + offset) * scale;
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if (!rect.Contains(pos)) continue;
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@@ -281,21 +279,30 @@ namespace Barotrauma
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foreach (LocationConnection connection in connections)
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{
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Color crackColor = Color.White * Math.Max(connection.Difficulty/100.0f, 1.5f);
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if (highlightedLocation != currentLocation &&
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connection.Locations.Contains(highlightedLocation) && connection.Locations.Contains(currentLocation))
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{
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crackColor = Color.Red;
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if (PlayerInput.LeftButtonClicked()&&
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if (PlayerInput.LeftButtonClicked() &&
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selectedLocation != highlightedLocation && highlightedLocation != null)
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{
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selectedConnection = connection;
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selectedLocation = highlightedLocation;
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GameMain.LobbyScreen.SelectLocation(highlightedLocation, connection);
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}
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selectedLocation = highlightedLocation;
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GameMain.LobbyScreen.SelectLocation(highlightedLocation, connection);
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}
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}
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}
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}
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public void Draw(SpriteBatch spriteBatch, Rectangle rect, float scale = 1.0f)
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{
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Vector2 rectCenter = new Vector2(rect.Center.X, rect.Center.Y);
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Vector2 offset = -currentLocation.MapPosition;
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iceTexture.DrawTiled(spriteBatch, new Vector2(rect.X, rect.Y), new Vector2(rect.Width, rect.Height), Vector2.Zero, Color.White*0.8f);
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foreach (LocationConnection connection in connections)
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{
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Color crackColor = Color.White * Math.Max(connection.Difficulty/100.0f, 1.5f);
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if (selectedLocation != currentLocation &&
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(connection.Locations.Contains(selectedLocation) && connection.Locations.Contains(currentLocation)))
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