(f0d812055) v0.9.9.0

This commit is contained in:
Joonas Rikkonen
2020-04-23 19:19:37 +03:00
parent b647059b93
commit ac37a3b0e4
391 changed files with 15054 additions and 5420 deletions
@@ -36,8 +36,6 @@ namespace Barotrauma
//is the mouse inside the rect
private bool isHighlighted;
public event Action<Rectangle> Resized;
public bool IsHighlighted
{
get { return isHighlighted || ExternalHighlight; }
@@ -115,6 +113,40 @@ namespace Barotrauma
}
}
// We could use NaN or nullables, but in this case the first is not preferable, because it needs to be checked every time the value is used.
// Nullable on the other requires boxing that we don't want to do too often, since it generates garbage.
public bool SpriteDepthOverrideIsSet { get; private set; }
public float SpriteOverrideDepth => SpriteDepth;
private float _spriteOverrideDepth = float.NaN;
[Editable(0.001f, 0.999f, decimals: 3), Serialize(float.NaN, true)]
public float SpriteDepth
{
get
{
if (SpriteDepthOverrideIsSet) { return _spriteOverrideDepth; }
return Sprite != null ? Sprite.Depth : 0;
}
set
{
if (!float.IsNaN(value))
{
_spriteOverrideDepth = MathHelper.Clamp(value, 0.001f, 0.999f);
if (this is Item) { _spriteOverrideDepth = Math.Min(_spriteOverrideDepth, 0.9f); }
SpriteDepthOverrideIsSet = true;
}
}
}
[Serialize(1f, true), Editable(0.01f, 10f, DecimalCount = 3, ValueStep = 0.1f)]
public virtual float Scale { get; set; } = 1;
[Editable, Serialize(false, true)]
public bool HiddenInGame
{
get;
set;
}
public override Vector2 Position
{
get
@@ -175,9 +207,6 @@ namespace Barotrauma
get { return ""; }
}
// Quick undo/redo for size and movement only. TODO: Remove if we do a more general implementation.
private Memento<Rectangle> rectMemento;
public MapEntity(MapEntityPrefab prefab, Submarine submarine) : base(submarine)
{
this.prefab = prefab;
@@ -560,34 +589,5 @@ namespace Barotrauma
}
}
}
#region Serialized properties
// We could use NaN or nullables, but in this case the first is not preferable, because it needs to be checked every time the value is used.
// Nullable on the other requires boxing that we don't want to do too often, since it generates garbage.
public bool SpriteDepthOverrideIsSet { get; private set; }
public float SpriteOverrideDepth => SpriteDepth;
private float _spriteOverrideDepth = float.NaN;
[Editable(0.001f, 0.999f, decimals: 3), Serialize(float.NaN, true)]
public float SpriteDepth
{
get
{
if (SpriteDepthOverrideIsSet) { return _spriteOverrideDepth; }
return Sprite != null ? Sprite.Depth : 0;
}
set
{
if (!float.IsNaN(value))
{
_spriteOverrideDepth = MathHelper.Clamp(value, 0.001f, 0.999f);
if (this is Item) { _spriteOverrideDepth = Math.Min(_spriteOverrideDepth, 0.9f); }
SpriteDepthOverrideIsSet = true;
}
}
}
[Serialize(1f, true), Editable(0.01f, 10f, DecimalCount = 3, ValueStep = 0.1f)]
public virtual float Scale { get; set; } = 1;
#endregion
}
}