- "wiring mode" which makes wiring a bit more convenient in editor
- invisible entities (items inside cabinets, hulls/gaps when they've been hidden) can't be highlighted or selected in the editor - fixed And Components always sending a signal out during the first frame if timeframe is set to 0.0 - fixed moloch not appearing in the tutorial
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@@ -13,7 +13,7 @@ namespace Barotrauma.Items.Components
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//the output is sent if both inputs have received a signal within the timeframe
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protected float timeFrame;
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[InGameEditable, HasDefaultValue(0.1f, true)]
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[InGameEditable, HasDefaultValue(0.0f, true)]
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public float TimeFrame
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{
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get { return timeFrame; }
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@@ -33,7 +33,7 @@ namespace Barotrauma.Items.Components
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public AndComponent(Item item, XElement element)
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: base (item, element)
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{
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timeSinceReceived = new float[] { timeFrame*2.0f, timeFrame*2.0f};
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timeSinceReceived = new float[] { Math.Max(timeFrame*2.0f,0.1f), Math.Max(timeFrame*2.0f, 0.1f) };
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//output = "1";
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}
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@@ -328,7 +328,7 @@ namespace Barotrauma.Items.Components
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//nodes.Add(newNodePos);
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}
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if (!editing || !PlayerInput.MouseInsideWindow || GameMain.EditMapScreen.CharacterMode) return;
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if (!editing || !PlayerInput.MouseInsideWindow || !GameMain.EditMapScreen.WiringMode ) return;
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for (int i = 0; i < Nodes.Count; i++)
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{
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@@ -371,7 +371,6 @@ namespace Barotrauma.Items.Components
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{
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if (selectedNodeIndex != null && draggingWire == this)
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{
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MapEntity.DisableSelect = true;
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//Nodes[(int)selectedNodeIndex] = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition)-Submarine.HiddenSubPosition+Submarine.Loaded.Position;
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