Updated and refactored how items and characters are chosen for interactions in the world. The new system has more precision, with items under the cursor taking priority (this helps with small items which are in front of large items). A new method CanInteractWith(Item) has been added to the Character class which does all validation of interaction with items, including new distance calculations based on bounding boxes. This gives more consistency in selecting and interacting with all sizes and shapes of items. Because of this pickdistance (not interactdistance) has been removed from all item configurations (in their XML config files) and the default InteractDistance for all items is now 120.
This commit is contained in:
@@ -141,7 +141,7 @@ namespace Barotrauma
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{
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if (character.SelectedConstruction != currentPath.CurrentNode.Ladders.Item && currentPath.CurrentNode.Ladders.Item.IsInsideTrigger(character.WorldPosition))
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{
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currentPath.CurrentNode.Ladders.Item.Pick(character, false, true);
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currentPath.CurrentNode.Ladders.Item.TryInteract(character, false, true);
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}
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}
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@@ -239,7 +239,7 @@ namespace Barotrauma
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foreach (Controller controller in buttons)
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{
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float dist = Vector2.Distance(controller.Item.WorldPosition, character.WorldPosition);
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if (dist > controller.Item.PickDistance * 2.0f) continue;
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if (dist > controller.Item.InteractDistance * 2.0f) continue;
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if (dist < closestDist || closestButton == null)
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{
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@@ -256,7 +256,7 @@ namespace Barotrauma
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return;
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}
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closestButton.Item.Pick(character, false, true);
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closestButton.Item.TryInteract(character, false, true);
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break;
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}
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}
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@@ -64,7 +64,7 @@ namespace Barotrauma
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}
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else
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{
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if (Vector2.Distance(character.Position, container.Item.Position) > container.Item.PickDistance
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if (Vector2.Distance(character.Position, container.Item.Position) > container.Item.InteractDistance
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&& !container.Item.IsInsideTrigger(character.Position))
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{
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AddSubObjective(new AIObjectiveGoTo(container.Item, character));
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@@ -57,7 +57,7 @@ namespace Barotrauma
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FindTargetItem();
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if (targetItem == null || moveToTarget == null) return;
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if (Vector2.Distance(character.Position, moveToTarget.Position) < targetItem.PickDistance*2.0f)
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if (Vector2.Distance(character.Position, moveToTarget.Position) < targetItem.InteractDistance*2.0f)
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{
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int targetSlot = -1;
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if (equip)
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@@ -93,7 +93,7 @@ namespace Barotrauma
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}
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}
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targetItem.Pick(character, false, true);
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targetItem.TryInteract(character, false, true);
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if (targetSlot > -1 && character.Inventory.IsInLimbSlot(targetItem, InvSlotType.Any))
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{
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@@ -126,7 +126,7 @@ namespace Barotrauma
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if (item != null)
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{
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allowedDistance = Math.Max(ConvertUnits.ToSimUnits(item.PickDistance), allowedDistance);
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allowedDistance = Math.Max(ConvertUnits.ToSimUnits(item.InteractDistance), allowedDistance);
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if (item.IsInsideTrigger(character.WorldPosition)) completed = true;
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}
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@@ -53,12 +53,12 @@ namespace Barotrauma
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if (target.CanBeSelected)
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{
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if (Vector2.Distance(character.Position, target.Item.Position) < target.Item.PickDistance
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if (Vector2.Distance(character.Position, target.Item.Position) < target.Item.InteractDistance
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|| target.Item.IsInsideTrigger(character.WorldPosition))
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{
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if (character.SelectedConstruction != target.Item && target.CanBeSelected)
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{
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target.Item.Pick(character, false, true);
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target.Item.TryInteract(character, false, true);
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}
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if (component.AIOperate(deltaTime, character, this)) isCompleted = true;
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@@ -1270,7 +1270,7 @@ namespace Barotrauma
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var newSelectedConstruction = (Item)character.MemState[0].Interact;
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if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction)
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{
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newSelectedConstruction.Pick(character, true, true);
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newSelectedConstruction.TryInteract(character, true, true);
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}
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character.SelectedConstruction = newSelectedConstruction;
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}
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@@ -1362,7 +1362,7 @@ namespace Barotrauma
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var newSelectedConstruction = (Item)serverPos.Interact;
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if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction)
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{
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newSelectedConstruction.Pick(character, true, true);
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newSelectedConstruction.TryInteract(character, true, true);
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}
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character.SelectedConstruction = newSelectedConstruction;
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}
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@@ -9,6 +9,7 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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using Barotrauma.Items.Components;
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namespace Barotrauma
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{
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@@ -94,8 +95,8 @@ namespace Barotrauma
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private float health, lastSentHealth;
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protected float minHealth, maxHealth;
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protected Item closestItem;
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private Character closestCharacter, selectedCharacter;
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protected Item focusedItem;
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private Character focusedCharacter, selectedCharacter;
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private Dictionary<object, HUDProgressBar> hudProgressBars;
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@@ -184,6 +185,11 @@ namespace Barotrauma
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get { return !IsUnconscious && Stun <= 0.0f && !isDead; }
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}
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public bool CanInteract
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{
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get { return AllowInput && !LockHands; }
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}
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public Vector2 CursorPosition
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{
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get { return cursorPosition; }
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@@ -199,9 +205,9 @@ namespace Barotrauma
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get { return Submarine == null ? cursorPosition : cursorPosition + Submarine.Position; }
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}
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public Character ClosestCharacter
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public Character FocusedCharacter
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{
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get { return closestCharacter; }
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get { return focusedCharacter; }
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}
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public Character SelectedCharacter
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@@ -421,9 +427,9 @@ namespace Barotrauma
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set { selectedConstruction = value; }
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}
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public Item ClosestItem
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public Item FocusedItem
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{
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get { return closestItem; }
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get { return focusedItem; }
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}
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public virtual AIController AIController
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@@ -622,7 +628,7 @@ namespace Barotrauma
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System.Diagnostics.Debug.Assert(item != null);
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if (item == null) continue;
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item.Pick(this, true, true, true);
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item.TryInteract(this, true, true, true);
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inventory.TryPutItem(item, i, false, false);
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}
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}
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@@ -764,7 +770,7 @@ namespace Barotrauma
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return (Info==null || Info.Job==null) ? 0 : Info.Job.GetSkillLevel(skillName);
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}
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float findClosestTimer;
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float findFocusedTimer;
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public Vector2 GetTargetMovement()
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{
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@@ -1003,7 +1009,7 @@ namespace Barotrauma
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public bool CanAccessInventory(Inventory inventory)
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{
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if (!AllowInput || LockHands) return false;
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if (!CanInteract) return false;
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//the inventory belongs to some other character
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if (inventory.Owner is Character && inventory.Owner != this)
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@@ -1011,14 +1017,13 @@ namespace Barotrauma
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var owner = (Character)inventory.Owner;
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//can only be accessed if the character is incapacitated and has been selected
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return selectedCharacter == owner &&
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(owner.isDead || owner.IsUnconscious || owner.Stun > 0.0f || owner.LockHands);
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return selectedCharacter == owner && (!owner.CanInteract);
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}
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if (inventory.Owner is Item)
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{
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var owner = (Item)inventory.Owner;
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if (!CanAccessItem(owner))
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if (!CanInteractWith(owner))
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{
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return false;
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}
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@@ -1026,53 +1031,162 @@ namespace Barotrauma
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return true;
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}
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public bool CanAccessItem(Item item)
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public bool CanInteractWith(Item item)
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{
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if (!AllowInput || LockHands) return false;
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float distanceToItem;
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return CanInteractWith(item, out distanceToItem);
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}
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public bool CanInteractWith(Item item, out float distanceToItem)
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{
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distanceToItem = -1.0f;
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if (!CanInteract) return false;
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if (item.ParentInventory != null)
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{
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return CanAccessInventory(item.ParentInventory);
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}
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float maxDist = item.PickDistance * 1.2f;
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if (maxDist <= 0.01f)
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{
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maxDist = 150.0f;
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}
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if (item.InteractDistance == 0.0f && !item.Prefab.Triggers.Any()) return false;
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if (Vector2.DistanceSquared(WorldPosition, item.WorldPosition) < maxDist*maxDist ||
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item.IsInsideTrigger(WorldPosition))
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{
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return true;
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}
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Pickable pickableComponent = item.GetComponent<Pickable>();
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if (pickableComponent != null && (pickableComponent.Picker != null && !pickableComponent.Picker.IsDead)) return false;
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Vector2 characterDirection = Vector2.Transform(Vector2.UnitY, Quaternion.CreateFromAxisAngle(Vector3.UnitZ, AnimController.Collider.Rotation));
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return item.GetComponent<Items.Components.Ladder>() != null;
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}
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private Item FindClosestItem(Vector2 mouseSimPos, out float distance)
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{
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distance = 0.0f;
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Limb torso = AnimController.GetLimb(LimbType.Torso);
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if (torso == null) return null;
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Vector2 pos = (torso.body.TargetPosition != null) ? (Vector2)torso.body.TargetPosition : torso.SimPosition;
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Vector2 pickPos = mouseSimPos;
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Vector2 upperBodyPosition = Position + (characterDirection * 20.0f);
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Vector2 lowerBodyPosition = Position - (characterDirection * 60.0f);
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if (Submarine != null)
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{
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pos += Submarine.SimPosition;
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pickPos += Submarine.SimPosition;
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upperBodyPosition += Submarine.Position;
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lowerBodyPosition += Submarine.Position;
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}
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if (selectedConstruction != null) pickPos = ConvertUnits.ToSimUnits(selectedConstruction.WorldPosition);
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Vector2 playerDistanceCheckPosition;
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Rectangle itemDisplayRect;
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return Item.FindPickable(pos, pickPos, AnimController.CurrentHull, selectedItems, out distance);
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bool insideTrigger = false;
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if (item.Prefab.Triggers.Any())
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{
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foreach (Rectangle trigger in item.Prefab.Triggers)
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{
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Rectangle transformedTrigger = new Rectangle(
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item.WorldRect.X + trigger.X,
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(item.WorldRect.Y + trigger.Y) - ((trigger.Height == 0) ? item.Rect.Height : trigger.Height),
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(trigger.Width == 0) ? item.Rect.Width : trigger.Width,
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(trigger.Height == 0) ? item.Rect.Height : trigger.Height);
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// Get the point along the line between lowerBodyPosition and upperBodyPosition which is closest to the center of itemDisplayRect
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playerDistanceCheckPosition = Vector2.Clamp(transformedTrigger.Center.ToVector2(), lowerBodyPosition, upperBodyPosition);
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if (!transformedTrigger.Contains(upperBodyPosition)) return false;
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insideTrigger = true;
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}
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if (!insideTrigger) return false;
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}
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itemDisplayRect = new Rectangle(item.InteractionRect.X, item.InteractionRect.Y - item.InteractionRect.Height, item.InteractionRect.Width, item.InteractionRect.Height);
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// Get the point along the line between lowerBodyPosition and upperBodyPosition which is closest to the center of itemDisplayRect
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playerDistanceCheckPosition = Vector2.Clamp(itemDisplayRect.Center.ToVector2(), lowerBodyPosition, upperBodyPosition);
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// Here we get the point on the itemDisplayRect which is closest to playerDistanceCheckPosition
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Vector2 rectIntersectionPoint = new Vector2(Math.Max(itemDisplayRect.X, Math.Min(itemDisplayRect.X + itemDisplayRect.Width, playerDistanceCheckPosition.X)), Math.Max(itemDisplayRect.Y, Math.Min(itemDisplayRect.Y + itemDisplayRect.Height, playerDistanceCheckPosition.Y)));
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// If playerDistanceCheckPosition is inside the itemDisplayRect then we consider the character to within 0 distance of the item
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if (!itemDisplayRect.Contains(playerDistanceCheckPosition))
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{
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distanceToItem = Vector2.Distance(rectIntersectionPoint, playerDistanceCheckPosition);
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}
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if (distanceToItem > item.InteractDistance && item.InteractDistance > 0.0f) return false;
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if (!item.Prefab.InteractThroughWalls && Screen.Selected != GameMain.EditMapScreen && !insideTrigger)
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{
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Vector2 itemPosition = item.SimPosition;
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if (Submarine == null && item.Submarine != null)
|
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{
|
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//character is outside, item inside
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itemPosition += item.Submarine.SimPosition;
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}
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else if (Submarine != null && item.Submarine == null)
|
||||
{
|
||||
//character is inside, item outside
|
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itemPosition -= Submarine.SimPosition;
|
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}
|
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else if (Submarine != item.Submarine)
|
||||
{
|
||||
//character and the item are inside different subs
|
||||
itemPosition += item.Submarine.SimPosition;
|
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itemPosition -= Submarine.SimPosition;
|
||||
}
|
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Body body = Submarine.CheckVisibility(SimPosition, itemPosition, true);
|
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if (body != null && body.UserData as Item != item) return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private Character FindClosestCharacter(Vector2 mouseSimPos, float maxDist = 150.0f)
|
||||
/// <summary>
|
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/// Finds the front (lowest depth) interactable item at a position. "Interactable" in this case means that the character can "reach" the item.
|
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/// </summary>
|
||||
/// <param name="character">The Character who is looking for the interactable item, only items that are close enough to this character are returned</param>
|
||||
/// <param name="simPosition">The item at the simPosition, with the lowest depth, is returned</param>
|
||||
/// <param name="allowFindingNearestItem">If this is true and an item cannot be found at simPosition then a nearest item will be returned if possible</param>
|
||||
/// <param name="hull">If a hull is specified, only items within that hull are returned</param>
|
||||
public Item FindItemAtPosition(Vector2 simPosition, float aimAssistModifier = 0.0f, Hull hull = null, Item[] ignoredItems = null)
|
||||
{
|
||||
if (Submarine != null)
|
||||
{
|
||||
simPosition += Submarine.SimPosition;
|
||||
}
|
||||
|
||||
Vector2 displayPosition = ConvertUnits.ToDisplayUnits(simPosition);
|
||||
|
||||
Item highestPriorityItemAtPosition = null;
|
||||
Item closestItem = null;
|
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float closestItemDistance = 0.0f;
|
||||
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
if (ignoredItems != null && ignoredItems.Contains(item)) continue;
|
||||
if (item.body != null && !item.body.Enabled) continue;
|
||||
|
||||
if (CanInteractWith(item))
|
||||
{
|
||||
if (item.IsMouseOn(displayPosition))
|
||||
{
|
||||
Console.WriteLine("Name: " + item.Name + " Priority:" + item.InteractPriority);
|
||||
}
|
||||
if (item.IsMouseOn(displayPosition) && (highestPriorityItemAtPosition == null ||
|
||||
((highestPriorityItemAtPosition.InteractPriority < item.InteractPriority) ||
|
||||
(highestPriorityItemAtPosition.InteractPriority == item.InteractPriority && highestPriorityItemAtPosition.GetDrawDepth() > item.GetDrawDepth()))))
|
||||
{
|
||||
highestPriorityItemAtPosition = item;
|
||||
}
|
||||
else if (aimAssistModifier > 0.0f)
|
||||
{
|
||||
float distanceToItem = Vector2.Distance(item.WorldPosition, displayPosition);
|
||||
if (distanceToItem < (100.0f * aimAssistModifier) && (closestItem == null || distanceToItem < closestItemDistance))
|
||||
{
|
||||
closestItem = item;
|
||||
closestItemDistance = distanceToItem;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (highestPriorityItemAtPosition == null)
|
||||
{
|
||||
return closestItem;
|
||||
}
|
||||
|
||||
return highestPriorityItemAtPosition;
|
||||
}
|
||||
|
||||
private Character FindCharacterAtPosition(Vector2 mouseSimPos, float maxDist = 150.0f)
|
||||
{
|
||||
Character closestCharacter = null;
|
||||
float closestDist = 0.0f;
|
||||
@@ -1081,17 +1195,25 @@ namespace Barotrauma
|
||||
|
||||
foreach (Character c in CharacterList)
|
||||
{
|
||||
if (c == this || !c.enabled) continue;
|
||||
|
||||
if (Vector2.DistanceSquared(SimPosition, c.SimPosition) > maxDist*maxDist) continue;
|
||||
if (c == this || !c.enabled || c.info == null || !c.IsHumanoid || !c.CanBeSelected) continue;
|
||||
|
||||
float dist = Vector2.DistanceSquared(mouseSimPos, c.SimPosition);
|
||||
if (dist < maxDist*maxDist && (closestCharacter==null || dist<closestDist))
|
||||
if (dist < maxDist*maxDist && (closestCharacter == null || dist < closestDist))
|
||||
{
|
||||
closestCharacter = c;
|
||||
closestDist = dist;
|
||||
continue;
|
||||
}
|
||||
|
||||
/*FarseerPhysics.Common.Transform transform;
|
||||
c.AnimController.Collider.FarseerBody.GetTransform(out transform);
|
||||
for (int i = 0; i < c.AnimController.Collider.FarseerBody.FixtureList.Count; i++)
|
||||
{
|
||||
if (c.AnimController.Collider.FarseerBody.FixtureList[i].Shape.TestPoint(ref transform, ref mouseSimPos))
|
||||
{
|
||||
Console.WriteLine("Hit: " + i);
|
||||
closestCharacter = c;
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
return closestCharacter;
|
||||
@@ -1140,6 +1262,65 @@ namespace Barotrauma
|
||||
selectedCharacter = null;
|
||||
}
|
||||
|
||||
public void DoInteractionUpdate(float deltaTime, Vector2 mouseSimPos)
|
||||
{
|
||||
bool isLocalPlayer = (controlled == this);
|
||||
if (!isLocalPlayer && (this is AICharacter || !IsRemotePlayer))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!AllowInput || LockHands)
|
||||
{
|
||||
if (selectedCharacter != null)
|
||||
{
|
||||
DeselectCharacter();
|
||||
}
|
||||
selectedConstruction = null;
|
||||
focusedItem = null;
|
||||
focusedCharacter = null;
|
||||
return;
|
||||
}
|
||||
if ((!isLocalPlayer && IsKeyHit(InputType.Select) && GameMain.Server == null) || (isLocalPlayer && (findFocusedTimer <= 0.0f || Screen.Selected == GameMain.EditMapScreen)))
|
||||
{
|
||||
focusedCharacter = FindCharacterAtPosition(mouseSimPos);
|
||||
if (focusedCharacter != null)
|
||||
{
|
||||
focusedItem = null; // We can only focus one thing at a time
|
||||
}
|
||||
else
|
||||
{
|
||||
focusedItem = FindItemAtPosition(mouseSimPos, AnimController.InWater ? 0.5f : 0.25f);
|
||||
}
|
||||
findFocusedTimer = 0.05f;
|
||||
}
|
||||
else
|
||||
{
|
||||
findFocusedTimer -= deltaTime;
|
||||
}
|
||||
|
||||
if (focusedCharacter != null && IsKeyHit(InputType.Select))
|
||||
{
|
||||
if (selectedCharacter != null)
|
||||
{
|
||||
DeselectCharacter();
|
||||
}
|
||||
else
|
||||
{
|
||||
SelectCharacter(focusedCharacter);
|
||||
}
|
||||
}
|
||||
else if (focusedItem != null)
|
||||
{
|
||||
focusedItem.IsHighlighted = true;
|
||||
focusedItem.TryInteract(this);
|
||||
}
|
||||
else if (IsKeyHit(InputType.Select) && selectedConstruction != null)
|
||||
{
|
||||
selectedConstruction = null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Control the Character according to player input
|
||||
/// </summary>
|
||||
@@ -1147,7 +1328,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (!DisableControls)
|
||||
{
|
||||
for (int i = 0; i < keys.Length; i++ )
|
||||
for (int i = 0; i < keys.Length; i++)
|
||||
{
|
||||
keys[i].SetState();
|
||||
}
|
||||
@@ -1163,7 +1344,7 @@ namespace Barotrauma
|
||||
|
||||
if (moveCam && needsAir)
|
||||
{
|
||||
if (pressureProtection < 80.0f &&
|
||||
if (pressureProtection < 80.0f &&
|
||||
(AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure > 50.0f))
|
||||
{
|
||||
float pressure = AnimController.CurrentHull == null ? 100.0f : AnimController.CurrentHull.LethalPressure;
|
||||
@@ -1197,69 +1378,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
if (!LockHands)
|
||||
{
|
||||
//find the closest item if selectkey has been hit, or if the Character is being
|
||||
//controlled by the player (in order to highlight it)
|
||||
|
||||
if (findClosestTimer <= 0.0f || Screen.Selected == GameMain.EditMapScreen)
|
||||
{
|
||||
closestCharacter = FindClosestCharacter(mouseSimPos);
|
||||
if (closestCharacter != null && closestCharacter.info==null)
|
||||
{
|
||||
closestCharacter = null;
|
||||
}
|
||||
|
||||
float closestItemDist = 0.0f;
|
||||
closestItem = FindClosestItem(mouseSimPos, out closestItemDist);
|
||||
|
||||
if (closestCharacter != null && closestItem != null)
|
||||
{
|
||||
if (Vector2.DistanceSquared(closestCharacter.SimPosition, mouseSimPos) < ConvertUnits.ToSimUnits(closestItemDist)*ConvertUnits.ToSimUnits(closestItemDist))
|
||||
{
|
||||
if (selectedConstruction != closestItem) closestItem = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
closestCharacter = null;
|
||||
}
|
||||
}
|
||||
|
||||
findClosestTimer = 0.1f;
|
||||
}
|
||||
else
|
||||
{
|
||||
findClosestTimer -= deltaTime;
|
||||
}
|
||||
|
||||
if (selectedCharacter == null && closestItem != null)
|
||||
{
|
||||
closestItem.IsHighlighted = true;
|
||||
if (!LockHands && closestItem.Pick(this))
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if (IsKeyHit(InputType.Select))
|
||||
{
|
||||
if (selectedCharacter != null)
|
||||
{
|
||||
DeselectCharacter();
|
||||
}
|
||||
else if (closestCharacter != null && closestCharacter.IsHumanoid && closestCharacter.CanBeSelected)
|
||||
{
|
||||
SelectCharacter(closestCharacter);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (selectedCharacter != null) DeselectCharacter();
|
||||
selectedConstruction = null;
|
||||
closestItem = null;
|
||||
closestCharacter = null;
|
||||
}
|
||||
DoInteractionUpdate(deltaTime, mouseSimPos);
|
||||
|
||||
DisableControls = false;
|
||||
}
|
||||
@@ -1424,78 +1543,18 @@ namespace Barotrauma
|
||||
{
|
||||
ControlLocalPlayer(deltaTime, cam);
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector2 mouseSimPos = ConvertUnits.ToSimUnits(cursorPosition);
|
||||
DoInteractionUpdate(deltaTime, mouseSimPos);
|
||||
}
|
||||
|
||||
Control(deltaTime, cam);
|
||||
|
||||
if (selectedConstruction != null && !selectedConstruction.IsInPickRange(WorldPosition))
|
||||
if (selectedConstruction != null && !CanInteractWith(selectedConstruction))
|
||||
{
|
||||
selectedConstruction = null;
|
||||
}
|
||||
|
||||
if (controlled != this && (!(this is AICharacter) || IsRemotePlayer))
|
||||
{
|
||||
if (!LockHands)
|
||||
{
|
||||
Vector2 mouseSimPos = ConvertUnits.ToSimUnits(cursorPosition);
|
||||
|
||||
if (IsKeyHit(InputType.Select) && GameMain.Server==null)
|
||||
{
|
||||
closestCharacter = FindClosestCharacter(mouseSimPos);
|
||||
if (closestCharacter != null && closestCharacter.info == null)
|
||||
{
|
||||
closestCharacter = null;
|
||||
}
|
||||
|
||||
float closestItemDist = 0.0f;
|
||||
closestItem = FindClosestItem(mouseSimPos, out closestItemDist);
|
||||
|
||||
if (closestCharacter != null && closestItem != null)
|
||||
{
|
||||
if (closestItem != null) closestItemDist = (closestItem.Position - AnimController.Collider.Position).Length();
|
||||
if (Vector2.Distance(closestCharacter.SimPosition, mouseSimPos) < ConvertUnits.ToSimUnits(closestItemDist))
|
||||
{
|
||||
if (selectedConstruction != closestItem) closestItem = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
closestCharacter = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (selectedCharacter == null && closestItem != null)
|
||||
{
|
||||
//DebugConsole.NewMessage(closestItem.ToString(), Color.Yellow);
|
||||
//closestItem.IsHighlighted = true;
|
||||
if (!LockHands && closestItem.Pick(this))
|
||||
{
|
||||
if (AnimController.Anim == AnimController.Animation.Climbing)
|
||||
{
|
||||
//DebugConsole.NewMessage("ladder woo",Color.Lime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (IsKeyHit(InputType.Select))
|
||||
{
|
||||
if (selectedCharacter != null)
|
||||
{
|
||||
DeselectCharacter();
|
||||
}
|
||||
else if (closestCharacter != null && closestCharacter.IsHumanoid && closestCharacter.CanBeSelected)
|
||||
{
|
||||
SelectCharacter(closestCharacter);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (selectedCharacter != null) DeselectCharacter();
|
||||
selectedConstruction = null;
|
||||
closestItem = null;
|
||||
closestCharacter = null;
|
||||
}
|
||||
}
|
||||
|
||||
if (selectedCharacter != null && AnimController.Anim == AnimController.Animation.CPR)
|
||||
{
|
||||
@@ -1574,6 +1633,21 @@ namespace Barotrauma
|
||||
if (!Enabled) return;
|
||||
|
||||
AnimController.Draw(spriteBatch);
|
||||
|
||||
/*Console.WriteLine("Rotation: " + AnimController.Collider.Rotation);
|
||||
|
||||
Vector2 dir = Vector2.Transform(Vector2.UnitY, Quaternion.CreateFromAxisAngle(Vector3.UnitZ, AnimController.Collider.Rotation));
|
||||
|
||||
Vector2 pos1 = Position + (dir * 20.0f);
|
||||
Vector2 pos2 = Position - (dir * 60.0f);
|
||||
|
||||
if (Submarine != null)
|
||||
{
|
||||
pos1 += Submarine.Position;
|
||||
pos2 += Submarine.Position;
|
||||
}
|
||||
|
||||
GUI.DrawLine(spriteBatch, new Vector2(pos1.X, -pos1.Y), new Vector2(pos2.X, -(pos2.Y)), Color.Green);*/
|
||||
}
|
||||
|
||||
public void DrawHUD(SpriteBatch spriteBatch, Camera cam)
|
||||
@@ -1956,7 +2030,7 @@ namespace Barotrauma
|
||||
|
||||
foreach (Character c in CharacterList)
|
||||
{
|
||||
if (c.closestCharacter == this) c.closestCharacter = null;
|
||||
if (c.focusedCharacter == this) c.focusedCharacter = null;
|
||||
if (c.selectedCharacter == this) c.selectedCharacter = null;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -182,27 +182,27 @@ namespace Barotrauma
|
||||
if (cprButton.Visible) cprButton.Draw(spriteBatch);
|
||||
}
|
||||
|
||||
if (character.ClosestCharacter != null && character.ClosestCharacter.CanBeSelected)
|
||||
if (character.FocusedCharacter != null && character.FocusedCharacter.CanBeSelected)
|
||||
{
|
||||
Vector2 startPos = character.DrawPosition + (character.ClosestCharacter.DrawPosition - character.DrawPosition) * 0.7f;
|
||||
Vector2 startPos = character.DrawPosition + (character.FocusedCharacter.DrawPosition - character.DrawPosition) * 0.7f;
|
||||
startPos = cam.WorldToScreen(startPos);
|
||||
|
||||
Vector2 textPos = startPos;
|
||||
textPos -= new Vector2(GUI.Font.MeasureString(character.ClosestCharacter.Info.Name).X / 2, 20);
|
||||
textPos -= new Vector2(GUI.Font.MeasureString(character.FocusedCharacter.Info.Name).X / 2, 20);
|
||||
|
||||
GUI.DrawString(spriteBatch, textPos, character.ClosestCharacter.Info.Name, Color.White, Color.Black, 2);
|
||||
GUI.DrawString(spriteBatch, textPos, character.FocusedCharacter.Info.Name, Color.White, Color.Black, 2);
|
||||
}
|
||||
else if (character.SelectedCharacter == null && character.ClosestItem != null && character.SelectedConstruction == null)
|
||||
else if (character.SelectedCharacter == null && character.FocusedItem != null && character.SelectedConstruction == null)
|
||||
{
|
||||
var hudTexts = character.ClosestItem.GetHUDTexts(character);
|
||||
var hudTexts = character.FocusedItem.GetHUDTexts(character);
|
||||
|
||||
Vector2 startPos = new Vector2((int)(GameMain.GraphicsWidth / 2.0f), GameMain.GraphicsHeight);
|
||||
startPos.Y -= 50 + hudTexts.Count * 25;
|
||||
|
||||
Vector2 textPos = startPos;
|
||||
textPos -= new Vector2((int)GUI.Font.MeasureString(character.ClosestItem.Name).X / 2, 20);
|
||||
textPos -= new Vector2((int)GUI.Font.MeasureString(character.FocusedItem.Name).X / 2, 20);
|
||||
|
||||
GUI.DrawString(spriteBatch, textPos, character.ClosestItem.Name, Color.White, Color.Black * 0.7f, 2);
|
||||
GUI.DrawString(spriteBatch, textPos, character.FocusedItem.Name, Color.White, Color.Black * 0.7f, 2);
|
||||
|
||||
textPos.Y += 30.0f;
|
||||
foreach (ColoredText coloredText in hudTexts)
|
||||
|
||||
@@ -147,13 +147,13 @@ namespace Barotrauma
|
||||
var closestEntity = Entity.FindEntityByID(memInput[memInput.Count - 1].interact);
|
||||
if (closestEntity is Item)
|
||||
{
|
||||
closestItem = (Item)closestEntity;
|
||||
closestCharacter = null;
|
||||
focusedItem = (Item)closestEntity;
|
||||
focusedCharacter = null;
|
||||
}
|
||||
else if (closestEntity is Character)
|
||||
{
|
||||
closestCharacter = (Character)closestEntity;
|
||||
closestItem = null;
|
||||
focusedCharacter = (Character)closestEntity;
|
||||
focusedItem = null;
|
||||
}
|
||||
|
||||
memInput.RemoveAt(memInput.Count - 1);
|
||||
@@ -205,13 +205,13 @@ namespace Barotrauma
|
||||
NetInputMem newMem = new NetInputMem();
|
||||
newMem.states = newInput;
|
||||
newMem.intAim = intAngle;
|
||||
if (closestItem != null)
|
||||
if (focusedItem != null)
|
||||
{
|
||||
newMem.interact = closestItem.ID;
|
||||
newMem.interact = focusedItem.ID;
|
||||
}
|
||||
else if (closestCharacter != null)
|
||||
else if (focusedCharacter != null)
|
||||
{
|
||||
newMem.interact = closestCharacter.ID;
|
||||
newMem.interact = focusedCharacter.ID;
|
||||
}
|
||||
|
||||
memInput.Insert(0, newMem);
|
||||
|
||||
@@ -388,7 +388,7 @@ namespace Barotrauma.Tutorials
|
||||
while (!HasItem("Diving Mask") && !HasItem("Diving Suit"))
|
||||
{
|
||||
if (!divingMaskSelected &&
|
||||
Character.Controlled.ClosestItem != null && Character.Controlled.ClosestItem.Name == "Diving Suit")
|
||||
Character.Controlled.FocusedItem != null && Character.Controlled.FocusedItem.Name == "Diving Suit")
|
||||
{
|
||||
infoBox = CreateInfoFrame("There can only be one item in each inventory slot, so you need to take off "
|
||||
+ "the jumpsuit if you wish to wear a diving suit.");
|
||||
|
||||
@@ -105,9 +105,7 @@ namespace Barotrauma.Items.Components
|
||||
pickTimer = 0.0f;
|
||||
while (pickTimer < requiredTime && Screen.Selected != GameMain.EditMapScreen)
|
||||
{
|
||||
if (picker.IsKeyDown(InputType.Aim) ||
|
||||
!item.IsInPickRange(picker.WorldPosition) ||
|
||||
picker.Stun > 0.0f || picker.IsDead)
|
||||
if (picker.IsKeyDown(InputType.Aim) || !picker.CanInteractWith(item))
|
||||
{
|
||||
StopPicking(picker);
|
||||
yield return CoroutineStatus.Success;
|
||||
|
||||
@@ -77,10 +77,8 @@ namespace Barotrauma.Items.Components
|
||||
this.cam = cam;
|
||||
|
||||
if (character == null
|
||||
|| character.IsDead
|
||||
|| character.Stun > 0.0f
|
||||
|| character.SelectedConstruction != item
|
||||
|| Vector2.Distance(character.Position, item.Position) > item.PickDistance * 2.0f)
|
||||
|| !character.CanInteractWith(item))
|
||||
{
|
||||
if (character != null)
|
||||
{
|
||||
@@ -150,7 +148,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public override bool Use(float deltaTime, Character activator = null)
|
||||
{
|
||||
if (character == null || activator != character || character.SelectedConstruction != item)
|
||||
if (character == null || activator != character || character.SelectedConstruction != item || !character.CanInteractWith(item))
|
||||
{
|
||||
character = null;
|
||||
return false;
|
||||
@@ -165,7 +163,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public override void SecondaryUse(float deltaTime, Character character = null)
|
||||
{
|
||||
if (this.character == null || this.character != character || this.character.SelectedConstruction != item)
|
||||
if (this.character == null || this.character != character || this.character.SelectedConstruction != item || !character.CanInteractWith(item))
|
||||
{
|
||||
character = null;
|
||||
return;
|
||||
|
||||
@@ -28,9 +28,9 @@ namespace Barotrauma.Items.Components
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
|
||||
Color.Green * 0.1f, true);
|
||||
|
||||
if (character.ClosestCharacter == null) return;
|
||||
if (character.FocusedCharacter == null) return;
|
||||
|
||||
var target = character.ClosestCharacter;
|
||||
var target = character.FocusedCharacter;
|
||||
|
||||
Vector2 hudPos = GameMain.GameScreen.Cam.WorldToScreen(target.WorldPosition);
|
||||
hudPos += Vector2.UnitX * 50.0f;
|
||||
|
||||
@@ -136,9 +136,14 @@ namespace Barotrauma
|
||||
get { return prefab.sprite; }
|
||||
}
|
||||
|
||||
public float PickDistance
|
||||
public float InteractDistance
|
||||
{
|
||||
get { return prefab.PickDistance; }
|
||||
get { return prefab.InteractDistance; }
|
||||
}
|
||||
|
||||
public float InteractPriority
|
||||
{
|
||||
get { return prefab.InteractPriority; }
|
||||
}
|
||||
|
||||
public override Vector2 SimPosition
|
||||
@@ -919,8 +924,7 @@ namespace Barotrauma
|
||||
|
||||
if (prefab.sprite != null)
|
||||
{
|
||||
float depth = Sprite.Depth;
|
||||
depth += (ID % 255) * 0.000001f;
|
||||
float depth = GetDrawDepth();
|
||||
|
||||
if (body == null)
|
||||
{
|
||||
@@ -975,7 +979,7 @@ namespace Barotrauma
|
||||
if (IsSelected || isHighlighted)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, new Vector2(DrawPosition.X - rect.Width / 2, -(DrawPosition.Y+rect.Height/2)), new Vector2(rect.Width, rect.Height), Color.Green,false,0,(int)Math.Max((1.5f/GameScreen.Selected.Cam.Zoom),1.0f));
|
||||
|
||||
|
||||
foreach (Rectangle t in prefab.Triggers)
|
||||
{
|
||||
Rectangle transformedTrigger = TransformTrigger(t);
|
||||
@@ -1304,77 +1308,11 @@ namespace Barotrauma
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
|
||||
public static Item FindPickable(Vector2 position, Vector2 pickPosition, Hull hull = null, Item[] ignoredItems = null)
|
||||
public float GetDrawDepth()
|
||||
{
|
||||
float dist;
|
||||
return FindPickable(position, pickPosition, hull, ignoredItems, out dist);
|
||||
}
|
||||
return Sprite.Depth + ((ID % 255) * 0.000001f);
|
||||
}
|
||||
|
||||
/// <param name="position">Position of the Character doing the pick, only items that are close enough to this are checked</param>
|
||||
/// <param name="pickPosition">the item closest to pickPosition is returned</param>
|
||||
/// <param name="hull">If a hull is specified, only items within that hull are checked</param>
|
||||
public static Item FindPickable(Vector2 position, Vector2 pickPosition, Hull hull, Item[] ignoredItems, out float distance)
|
||||
{
|
||||
float closestDist = 0.0f, dist;
|
||||
Item closest = null;
|
||||
|
||||
Vector2 displayPos = ConvertUnits.ToDisplayUnits(position);
|
||||
Vector2 displayPickPos = ConvertUnits.ToDisplayUnits(pickPosition);
|
||||
|
||||
distance = 1000.0f;
|
||||
|
||||
foreach (Item item in ItemList)
|
||||
{
|
||||
if (ignoredItems != null && ignoredItems.Contains(item)) continue;
|
||||
if (item.body != null && !item.body.Enabled) continue;
|
||||
|
||||
if (item.PickDistance == 0.0f && !item.prefab.Triggers.Any()) continue;
|
||||
|
||||
Pickable pickableComponent = item.GetComponent<Pickable>();
|
||||
if (pickableComponent != null && (pickableComponent.Picker != null && !pickableComponent.Picker.IsDead)) continue;
|
||||
|
||||
float pickDist = Vector2.Distance(item.WorldPosition, displayPickPos);
|
||||
|
||||
bool insideTrigger = false;
|
||||
foreach (Rectangle trigger in item.prefab.Triggers)
|
||||
{
|
||||
Rectangle transformedTrigger = item.TransformTrigger(trigger, true);
|
||||
|
||||
if (!Submarine.RectContains(transformedTrigger, displayPos)) continue;
|
||||
|
||||
insideTrigger = true;
|
||||
|
||||
Vector2 triggerCenter = new Vector2(transformedTrigger.Center.X, transformedTrigger.Y - transformedTrigger.Height / 2);
|
||||
pickDist = Math.Min(Math.Abs(triggerCenter.X - displayPickPos.X), Math.Abs(triggerCenter.Y - displayPickPos.Y));
|
||||
}
|
||||
|
||||
if (!insideTrigger && item.prefab.Triggers.Any()) continue;
|
||||
|
||||
if (pickDist > item.PickDistance && item.PickDistance > 0.0f) continue;
|
||||
|
||||
dist = item.Sprite.Depth * 10.0f + pickDist;
|
||||
if (item.IsMouseOn(displayPickPos)) dist = dist * 0.1f;
|
||||
|
||||
if (closest == null || dist < closestDist)
|
||||
{
|
||||
if (item.PickDistance > 0.0f && Vector2.Distance(displayPos, item.WorldPosition) > item.prefab.PickDistance) continue;
|
||||
|
||||
if (!item.prefab.PickThroughWalls && Screen.Selected != GameMain.EditMapScreen && !insideTrigger)
|
||||
{
|
||||
Body body = Submarine.CheckVisibility(item.Submarine == null ? position : position - item.Submarine.SimPosition, item.SimPosition, true);
|
||||
if (body != null && body.UserData as Item != item) continue;
|
||||
}
|
||||
|
||||
closestDist = dist;
|
||||
closest = item;
|
||||
|
||||
distance = pickDist;
|
||||
}
|
||||
}
|
||||
|
||||
return closest;
|
||||
}
|
||||
|
||||
public bool IsInsideTrigger(Vector2 worldPosition)
|
||||
{
|
||||
foreach (Rectangle trigger in prefab.Triggers)
|
||||
@@ -1387,26 +1325,19 @@ namespace Barotrauma
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool IsInPickRange(Vector2 worldPosition)
|
||||
{
|
||||
if (IsInsideTrigger(worldPosition)) return true;
|
||||
|
||||
return Vector2.Distance(WorldPosition, worldPosition) < PickDistance;
|
||||
}
|
||||
|
||||
public bool CanClientAccess(Client c)
|
||||
{
|
||||
return c != null && c.Character != null && c.Character.CanAccessItem(this);
|
||||
return c != null && c.Character != null && c.Character.CanInteractWith(this);
|
||||
}
|
||||
|
||||
public bool Pick(Character picker, bool ignoreRequiredItems=false, bool forceSelectKey=false, bool forceActionKey=false)
|
||||
public bool TryInteract(Character picker, bool ignoreRequiredItems=false, bool forceSelectKey=false, bool forceActionKey=false)
|
||||
{
|
||||
bool hasRequiredSkills = true;
|
||||
|
||||
bool picked = false, selected = false;
|
||||
|
||||
Skill requiredSkill = null;
|
||||
|
||||
|
||||
foreach (ItemComponent ic in components)
|
||||
{
|
||||
bool pickHit = false, selectHit = false;
|
||||
@@ -1434,7 +1365,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (!pickHit && !selectHit) continue;
|
||||
|
||||
Skill tempRequiredSkill;
|
||||
@@ -1444,7 +1374,7 @@ namespace Barotrauma
|
||||
|
||||
bool showUiMsg = picker == Character.Controlled && Screen.Selected != GameMain.EditMapScreen;
|
||||
if (!ignoreRequiredItems && !ic.HasRequiredItems(picker, showUiMsg)) continue;
|
||||
if ((ic.CanBePicked && pickHit && ic.Pick(picker)) ||
|
||||
if ((ic.CanBePicked && pickHit && ic.Pick(picker)) ||
|
||||
(ic.CanBeSelected && selectHit && ic.Select(picker)))
|
||||
{
|
||||
picked = true;
|
||||
@@ -1466,22 +1396,22 @@ namespace Barotrauma
|
||||
if (picker.IsKeyHit(InputType.Select) || forceSelectKey) picker.SelectedConstruction = null;
|
||||
}
|
||||
else if (selected)
|
||||
{
|
||||
{
|
||||
picker.SelectedConstruction = this;
|
||||
}
|
||||
|
||||
if (!hasRequiredSkills && Character.Controlled==picker && Screen.Selected != GameMain.EditMapScreen)
|
||||
|
||||
if (!hasRequiredSkills && Character.Controlled == picker && Screen.Selected != GameMain.EditMapScreen)
|
||||
{
|
||||
GUI.AddMessage("Your skills may be insufficient to use the item!", Color.Red, 5.0f);
|
||||
if (requiredSkill != null)
|
||||
{
|
||||
GUI.AddMessage("("+requiredSkill.Name+" level "+requiredSkill.Level+" required)", Color.Red, 5.0f);
|
||||
GUI.AddMessage("(" + requiredSkill.Name + " level " + requiredSkill.Level + " required)", Color.Red, 5.0f);
|
||||
}
|
||||
}
|
||||
|
||||
if (Container!=null) Container.RemoveContained(this);
|
||||
if (Container != null) Container.RemoveContained(this);
|
||||
|
||||
return true;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -1853,7 +1783,7 @@ namespace Barotrauma
|
||||
int requirementIndex = FixRequirements.Count == 1 ?
|
||||
0 : msg.ReadRangedInteger(0, FixRequirements.Count - 1);
|
||||
|
||||
if (c.Character == null || !c.Character.CanAccessItem(this)) return;
|
||||
if (c.Character == null || !c.Character.CanInteractWith(this)) return;
|
||||
if (!FixRequirements[requirementIndex].CanBeFixed(c.Character)) return;
|
||||
|
||||
FixRequirements[requirementIndex].Fixed = true;
|
||||
@@ -1866,7 +1796,7 @@ namespace Barotrauma
|
||||
|
||||
break;
|
||||
case NetEntityEvent.Type.ApplyStatusEffect:
|
||||
if (c.Character == null || !c.Character.CanAccessItem(this)) return;
|
||||
if (c.Character == null || !c.Character.CanInteractWith(this)) return;
|
||||
|
||||
ApplyStatusEffects(ActionType.OnUse, (float)Timing.Step, c.Character);
|
||||
|
||||
|
||||
@@ -35,9 +35,11 @@ namespace Barotrauma
|
||||
protected Vector2 size;
|
||||
|
||||
//how close the Character has to be to the item to pick it up
|
||||
private float pickDistance;
|
||||
private float interactDistance;
|
||||
// this can be used to allow items which are behind other items tp
|
||||
private float interactPriority;
|
||||
|
||||
private bool pickThroughWalls;
|
||||
private bool interactThroughWalls;
|
||||
|
||||
//an area next to the construction
|
||||
//the construction can be Activated() by a Character inside the area
|
||||
@@ -80,14 +82,19 @@ namespace Barotrauma
|
||||
private set;
|
||||
}
|
||||
|
||||
public float PickDistance
|
||||
public float InteractDistance
|
||||
{
|
||||
get { return pickDistance; }
|
||||
get { return interactDistance; }
|
||||
}
|
||||
|
||||
public bool PickThroughWalls
|
||||
public float InteractPriority
|
||||
{
|
||||
get { return pickThroughWalls; }
|
||||
get { return interactPriority; }
|
||||
}
|
||||
|
||||
public bool InteractThroughWalls
|
||||
{
|
||||
get { return interactThroughWalls; }
|
||||
}
|
||||
|
||||
public override bool IsLinkable
|
||||
@@ -268,9 +275,10 @@ namespace Barotrauma
|
||||
|
||||
Description = ToolBox.GetAttributeString(element, "description", "");
|
||||
|
||||
pickThroughWalls = ToolBox.GetAttributeBool(element, "pickthroughwalls", false);
|
||||
pickDistance = ToolBox.GetAttributeFloat(element, "pickdistance", 0.0f);
|
||||
|
||||
interactThroughWalls = ToolBox.GetAttributeBool(element, "interactthroughwalls", false);
|
||||
interactDistance = ToolBox.GetAttributeFloat(element, "interactdistance", 120.0f); // Default to 120 as the new item picking method is tuned to this number
|
||||
interactPriority = ToolBox.GetAttributeFloat(element, "interactpriority", 0.0f);
|
||||
|
||||
isLinkable = ToolBox.GetAttributeBool(element, "linkable", false);
|
||||
|
||||
resizeHorizontal = ToolBox.GetAttributeBool(element, "resizehorizontal", false);
|
||||
|
||||
@@ -164,15 +164,15 @@ namespace Barotrauma.Lights
|
||||
|
||||
if (Character.Controlled != null)
|
||||
{
|
||||
if (Character.Controlled.ClosestItem != null)
|
||||
if (Character.Controlled.FocusedItem != null)
|
||||
{
|
||||
Character.Controlled.ClosestItem.IsHighlighted = true;
|
||||
Character.Controlled.ClosestItem.Draw(spriteBatch, false, true);
|
||||
Character.Controlled.ClosestItem.IsHighlighted = true;
|
||||
Character.Controlled.FocusedItem.IsHighlighted = true;
|
||||
Character.Controlled.FocusedItem.Draw(spriteBatch, false, true);
|
||||
Character.Controlled.FocusedItem.IsHighlighted = true;
|
||||
}
|
||||
else if (Character.Controlled.ClosestCharacter != null)
|
||||
else if (Character.Controlled.FocusedCharacter != null)
|
||||
{
|
||||
Character.Controlled.ClosestCharacter.Draw(spriteBatch);
|
||||
Character.Controlled.FocusedCharacter.Draw(spriteBatch);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -110,6 +110,14 @@ namespace Barotrauma
|
||||
get { return Submarine == null ? rect : new Rectangle((int)(Submarine.Position.X + rect.X), (int)(Submarine.Position.Y + rect.Y), rect.Width, rect.Height); }
|
||||
}
|
||||
|
||||
public Rectangle InteractionRect
|
||||
{
|
||||
get
|
||||
{
|
||||
return WorldRect;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual Sprite Sprite
|
||||
{
|
||||
get { return null; }
|
||||
@@ -231,7 +239,7 @@ namespace Barotrauma
|
||||
|
||||
public virtual bool IsMouseOn(Vector2 position)
|
||||
{
|
||||
return (Submarine.RectContains(WorldRect, position));
|
||||
return (Submarine.RectContains(InteractionRect, position));
|
||||
}
|
||||
|
||||
public virtual MapEntity Clone()
|
||||
|
||||
@@ -1072,7 +1072,7 @@ namespace Barotrauma
|
||||
dummyCharacter.SelectedConstruction.UpdateHUD(cam, dummyCharacter);
|
||||
}
|
||||
|
||||
if (PlayerInput.KeyHit(InputType.Select) && dummyCharacter.ClosestItem != dummyCharacter.SelectedConstruction) dummyCharacter.SelectedConstruction = null;
|
||||
if (PlayerInput.KeyHit(InputType.Select) && dummyCharacter.FocusedItem != dummyCharacter.SelectedConstruction) dummyCharacter.SelectedConstruction = null;
|
||||
}
|
||||
|
||||
CharacterHUD.Update((float)deltaTime, dummyCharacter);
|
||||
|
||||
@@ -90,12 +90,9 @@ namespace Barotrauma
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
{
|
||||
if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null)
|
||||
if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null && Character.Controlled.CanInteractWith(Character.Controlled.SelectedConstruction))
|
||||
{
|
||||
if (Character.Controlled.SelectedConstruction == Character.Controlled.ClosestItem)
|
||||
{
|
||||
Character.Controlled.SelectedConstruction.AddToGUIUpdateList();
|
||||
}
|
||||
Character.Controlled.SelectedConstruction.AddToGUIUpdateList();
|
||||
}
|
||||
|
||||
if (GameMain.GameSession != null) GameMain.GameSession.AddToGUIUpdateList();
|
||||
@@ -137,12 +134,9 @@ namespace Barotrauma
|
||||
|
||||
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime);
|
||||
|
||||
if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null)
|
||||
if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null && Character.Controlled.CanInteractWith(Character.Controlled.SelectedConstruction))
|
||||
{
|
||||
if (Character.Controlled.SelectedConstruction == Character.Controlled.ClosestItem)
|
||||
{
|
||||
Character.Controlled.SelectedConstruction.UpdateHUD(cam, Character.Controlled);
|
||||
}
|
||||
Character.Controlled.SelectedConstruction.UpdateHUD(cam, Character.Controlled);
|
||||
}
|
||||
Character.UpdateAll(cam, (float)deltaTime);
|
||||
|
||||
@@ -199,12 +193,9 @@ namespace Barotrauma
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Immediate, null, null, null, GameMain.ScissorTestEnable);
|
||||
|
||||
if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null)
|
||||
if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null && Character.Controlled.CanInteractWith(Character.Controlled.SelectedConstruction))
|
||||
{
|
||||
if (Character.Controlled.SelectedConstruction == Character.Controlled.ClosestItem)
|
||||
{
|
||||
Character.Controlled.SelectedConstruction.DrawHUD(spriteBatch, cam, Character.Controlled);
|
||||
}
|
||||
Character.Controlled.SelectedConstruction.DrawHUD(spriteBatch, cam, Character.Controlled);
|
||||
}
|
||||
|
||||
if (Character.Controlled != null && cam != null) Character.Controlled.DrawHUD(spriteBatch, cam);
|
||||
|
||||
Reference in New Issue
Block a user