- "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
This commit is contained in:
Regalis
2016-03-11 16:10:36 +02:00
parent 581c95b065
commit ad17b1a9bf
9 changed files with 174 additions and 40 deletions
@@ -13,7 +13,7 @@ namespace Barotrauma.Items.Components
//the output is sent if both inputs have received a signal within the timeframe
protected float timeFrame;
[InGameEditable, HasDefaultValue(0.1f, true)]
[InGameEditable, HasDefaultValue(0.0f, true)]
public float TimeFrame
{
get { return timeFrame; }
@@ -33,7 +33,7 @@ namespace Barotrauma.Items.Components
public AndComponent(Item item, XElement element)
: base (item, element)
{
timeSinceReceived = new float[] { timeFrame*2.0f, timeFrame*2.0f};
timeSinceReceived = new float[] { Math.Max(timeFrame*2.0f,0.1f), Math.Max(timeFrame*2.0f, 0.1f) };
//output = "1";
}
@@ -328,7 +328,7 @@ namespace Barotrauma.Items.Components
//nodes.Add(newNodePos);
}
if (!editing || !PlayerInput.MouseInsideWindow || GameMain.EditMapScreen.CharacterMode) return;
if (!editing || !PlayerInput.MouseInsideWindow || !GameMain.EditMapScreen.WiringMode ) return;
for (int i = 0; i < Nodes.Count; i++)
{
@@ -371,7 +371,6 @@ namespace Barotrauma.Items.Components
{
if (selectedNodeIndex != null && draggingWire == this)
{
MapEntity.DisableSelect = true;
//Nodes[(int)selectedNodeIndex] = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition)-Submarine.HiddenSubPosition+Submarine.Loaded.Position;