- "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

View File

@@ -92,6 +92,11 @@ namespace Barotrauma
get { return false; }
}
public virtual bool SelectableInEditor
{
get { return true; }
}
public override Vector2 Position
{
get
@@ -288,9 +293,12 @@ namespace Barotrauma
foreach (MapEntity e in mapEntityList)
{
if (!e.SelectableInEditor) continue;
if (highLightedEntity == null || e.Sprite == null ||
(highLightedEntity.Sprite!=null && e.Sprite.Depth < highLightedEntity.Sprite.Depth))
{
if (e.IsMouseOn(position)) highLightedEntity = e;
}
e.isSelected = false;
@@ -315,8 +323,7 @@ namespace Barotrauma
if (moveAmount != Vector2.Zero)
{
foreach (MapEntity e in selectedList)
e.Move(moveAmount);
foreach (MapEntity e in selectedList) e.Move(moveAmount);
}
startMovingPos = Vector2.Zero;
@@ -584,8 +591,9 @@ namespace Barotrauma
foreach (MapEntity e in mapEntityList)
{
if (Submarine.RectsOverlap(selectionRect, e.rect))
foundEntities.Add(e);
if (!e.SelectableInEditor) continue;
if (Submarine.RectsOverlap(selectionRect, e.rect)) foundEntities.Add(e);
}
return foundEntities;