Unstable 1.8.4.0
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@@ -110,9 +110,13 @@ namespace Barotrauma
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deathChoiceInfoFrame = new GUIFrame(new RectTransform(new Vector2(0.5f, 1.0f), parent: topLeftButtonGroup.RectTransform)
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{ MaxSize = new Point(HUDLayoutSettings.ButtonAreaTop.Width / 3, int.MaxValue) }, style: null)
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{
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CanBeFocused = false,
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Visible = false
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};
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respawnInfoText = new GUITextBlock(new RectTransform(new Vector2(0.5f, 1.0f), deathChoiceInfoFrame.RectTransform), "", wrap: true);
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respawnInfoText = new GUITextBlock(new RectTransform(new Vector2(0.5f, 1.0f), deathChoiceInfoFrame.RectTransform), "", wrap: true)
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{
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CanBeFocused = false
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};
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deathChoiceButtonContainer = new GUILayoutGroup(new RectTransform(new Vector2(0.5f, 1.0f), deathChoiceInfoFrame.RectTransform, Anchor.CenterRight), isHorizontal: true, childAnchor: Anchor.CenterLeft)
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{
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AbsoluteSpacing = HUDLayoutSettings.Padding,
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@@ -189,7 +193,7 @@ namespace Barotrauma
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if (GameMain.NetworkMember != null)
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{
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GameMain.NetLobbyScreen.CharacterAppearanceCustomizationMenu?.AddToGUIUpdateList();
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GameMain.NetLobbyScreen?.JobSelectionFrame?.AddToGUIUpdateList();
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GameMain.NetLobbyScreen?.JobSelectionFrame?.AddToGUIUpdateList(order: 1);
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}
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DeathPrompt?.AddToGUIUpdateList();
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@@ -282,10 +286,10 @@ namespace Barotrauma
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public void SetRespawnInfo(string text, Color textColor, bool waitForNextRoundRespawn, bool hideButtons = false)
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{
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if (topLeftButtonGroup == null) { return; }
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bool permadeathMode = GameMain.NetworkMember?.ServerSettings is { RespawnMode: RespawnMode.Permadeath };
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bool ironmanMode = GameMain.NetworkMember is { ServerSettings: { RespawnMode: RespawnMode.Permadeath, IronmanMode: true } };
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bool ironmanMode = GameMain.NetworkMember?.ServerSettings is { IronmanModeActive: true };
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bool hasRespawnOptions;
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if (permadeathMode)
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{
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@@ -335,6 +339,20 @@ namespace Barotrauma
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}
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}
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}
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/// <summary>
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/// If there are any menu panels etc. open that contain information about the current player character, refresh it.
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/// Useful when the player character changes, e.g. at permadeath, and subsequent taking over of a bot character.
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/// </summary>
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public void RefreshAnyOpenPlayerInfo()
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{
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DebugConsole.NewMessage($"Refreshing any open player info");
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if (IsTabMenuOpen && TabMenu.SelectedTab == TabMenu.InfoFrameTab.Talents)
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{
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TabMenuInstance.SelectInfoFrameTab(TabMenu.InfoFrameTab.Talents);
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}
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// TODO: This can be expanded as need arises
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}
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public void Draw(SpriteBatch spriteBatch)
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{
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