Sending level seed & level gen errors to GameAnalytics

This commit is contained in:
Joonas Rikkonen
2018-07-20 14:17:59 +03:00
parent 07de2b2a0f
commit a61ac1716d
5 changed files with 26 additions and 8 deletions
@@ -449,11 +449,11 @@ namespace Barotrauma
List<VoronoiCell> cellsWithBody = new List<VoronoiCell>(cells);
List<Vector2[]> triangles;
bodies = CaveGenerator.GeneratePolygons(cellsWithBody, out triangles);
bodies = CaveGenerator.GeneratePolygons(cellsWithBody, this, out triangles);
#if CLIENT
renderer.SetBodyVertices(CaveGenerator.GenerateRenderVerticeList(triangles).ToArray(), generationParams.WallColor);
renderer.SetWallVertices(CaveGenerator.GenerateWallShapes(cells), generationParams.WallColor);
renderer.SetWallVertices(CaveGenerator.GenerateWallShapes(cells, this), generationParams.WallColor);
#endif
TopBarrier = BodyFactory.CreateEdge(GameMain.World,
@@ -700,7 +700,7 @@ namespace Barotrauma
SeaFloorTopPos = bottomPositions.Max(p => p.Y);
extraWalls = new LevelWall[] { new LevelWall(bottomPositions, new Vector2(0.0f, -2000.0f), backgroundColor) };
extraWalls = new LevelWall[] { new LevelWall(bottomPositions, new Vector2(0.0f, -2000.0f), backgroundColor, this) };
BottomBarrier = BodyFactory.CreateEdge(GameMain.World,
ConvertUnits.ToSimUnits(new Vector2(borders.X, 0)),