- Input field for rects.
- Input fields for ItemComponent requiredItems. - Added tooltips to a bunch of editable ItemComponent properties. - Misc fixes.
This commit is contained in:
@@ -112,24 +112,12 @@ namespace Barotrauma.Items.Components
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}
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[Serialize("0.0,0.0,0.0,0.0", false)]
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public string Window
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{
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get { return XMLExtensions.Vector4ToString(new Vector4(window.X, window.Y, window.Width, window.Height)); }
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set
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{
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Vector4 vector = XMLExtensions.ParseVector4(value);
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if (vector.Z != 0.0f || vector.W != 0.0f)
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{
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window = new Rectangle((int)vector.X, (int)vector.Y, (int)vector.Z, (int)vector.W);
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}
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}
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}
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public Rectangle WindowRect
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public Rectangle Window
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{
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get { return window; }
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set { window = value; }
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}
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[Editable, Serialize(false, true)]
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public bool IsOpen
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{
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@@ -12,18 +12,9 @@ namespace Barotrauma.Items.Components
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private float targetForce;
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private float maxForce;
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//[Editable, HasDefaultValue(1.0f, true)]
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//public float PowerPerForce
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//{
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// get { return powerPerForce; }
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// set
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// {
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// powerPerForce = Math.Max(0.0f, value);
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// }
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//}
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[Editable, Serialize(2000.0f, true)]
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[Editable(0.0f, 10000000.0f, ToolTip = "The amount of force exerted on the submarine when the engine is operating at full power."),
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Serialize(2000.0f, true)]
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public float MaxForce
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{
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get { return maxForce; }
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@@ -16,21 +16,21 @@ namespace Barotrauma.Items.Components
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bool hasPower;
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[Editable, Serialize(false, true)]
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[Editable(ToolTip = "Does the machine require inputs from water detectors in order to show the water levels inside rooms."), Serialize(false, true)]
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public bool RequireWaterDetectors
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{
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get;
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set;
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}
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[Editable, Serialize(true, true)]
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[Editable(ToolTip = "Does the machine require inputs from oxygen detectors in order to show the oxygen levels inside rooms."), Serialize(true, true)]
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public bool RequireOxygenDetectors
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{
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get;
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set;
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}
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[Editable, Serialize(false, true)]
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[Editable(ToolTip = "Should damaged walls be displayed by the machine."), Serialize(false, true)]
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public bool ShowHullIntegrity
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{
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get;
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@@ -8,28 +8,23 @@ namespace Barotrauma.Items.Components
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{
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class OxygenGenerator : Powered
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{
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float powerDownTimer;
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private float powerDownTimer;
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bool running;
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private bool running;
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private float generatedAmount;
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List<Vent> ventList;
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private List<Vent> ventList;
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private float totalHullVolume;
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public bool IsRunning()
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{
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return (running && item.Condition>0.0f);
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}
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public float CurrFlow
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{
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get;
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private set;
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}
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[Editable, Serialize(100.0f, true)]
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[Editable(ToolTip = "How much oxygen the machine generates when operating at full power."), Serialize(100.0f, true)]
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public float GeneratedAmount
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{
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get { return generatedAmount; }
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@@ -40,8 +35,6 @@ namespace Barotrauma.Items.Components
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: base(item, element)
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{
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IsActive = true;
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//item.linkedTo.CollectionChanged += delegate { GetVents(); };
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}
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public override void Update(float deltaTime, Camera cam)
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@@ -66,7 +59,7 @@ namespace Barotrauma.Items.Components
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running = true;
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CurrFlow = Math.Min(voltage, 1.0f) * generatedAmount*100.0f;
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CurrFlow = Math.Min(voltage, 1.0f) * generatedAmount * 100.0f;
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//item.CurrentHull.Oxygen += CurrFlow * deltaTime;
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UpdateVents(CurrFlow);
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@@ -54,7 +54,7 @@ namespace Barotrauma.Items.Components
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private float? nextServerLogWriteTime;
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private float lastServerLogWriteTime;
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[Editable, Serialize(9500.0f, true)]
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[Editable(ToolTip = "The temperature at which the reactor melts down."), Serialize(9500.0f, true)]
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public float MeltDownTemp
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{
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get { return meltDownTemp; }
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@@ -64,7 +64,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[Editable, Serialize(9000.0f, true)]
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[Editable(ToolTip = "The temperature at which the reactor catches fire."), Serialize(9000.0f, true)]
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public float FireTemp
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{
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get { return fireTemp; }
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@@ -74,7 +74,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[Editable, Serialize(1.0f, true)]
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[Editable(0.0f, float.MaxValue, ToolTip = "How much power (kW) the reactor generates relative to it's operating temperature (kW per one degree Celsius)."), Serialize(1.0f, true)]
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public float PowerPerTemp
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{
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get { return powerPerTemp; }
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@@ -67,7 +67,8 @@ namespace Barotrauma.Items.Components
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}
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}
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[Editable, Serialize(0.5f, true)]
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[Editable(0.0f, 1.0f, ToolTip = "How full the ballast tanks should be when the submarine is not being steered upwards/downwards."
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+" Can be used to compensate if the ballast tanks are too large/small relative to the size of the submarine."), Serialize(0.5f, true)]
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public float NeutralBallastLevel
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{
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get { return neutralBallastLevel; }
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@@ -32,14 +32,15 @@ namespace Barotrauma.Items.Components
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private set;
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}
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[Editable, Serialize(10.0f, true)]
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[Editable(ToolTip = "Maximum output of the device when fully charged (kW)."), Serialize(10.0f, true)]
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public float MaxOutPut
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{
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set { maxOutput = value; }
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get { return maxOutput; }
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}
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[Serialize(10.0f, true), Editable]
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[Serialize(10.0f, true), Editable(ToolTip = "The maximum capacity of the device (kW * min). "+
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"For example, a value of 1000 means the device can output 100 kilowatts of power for 10 minutes, or 1000 kilowatts for 1 minute.")]
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public float Capacity
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{
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get { return capacity; }
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@@ -75,7 +76,8 @@ namespace Barotrauma.Items.Components
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}
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}
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[Serialize(10.0f, false), Editable]
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[Serialize(10.0f, false), Editable(ToolTip = "How fast the device can be recharged. "+
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"For example, a recharge speed of 100 kW and a capacity of 1000 kW*min would mean it takes 10 minutes to fully charge the device.")]
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public float MaxRechargeSpeed
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{
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get { return maxRechargeSpeed; }
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@@ -18,14 +18,16 @@ namespace Barotrauma.Items.Components
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//the maximum amount of power the item can draw from connected items
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protected float powerConsumption;
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[Editable, Serialize(0.5f, true)]
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[Serialize(0.5f, true), Editable(ToolTip = "The minimum voltage required for the device to function. "+
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"The voltage is calculated as power / powerconsumption, meaning that a device "+
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"with a power consumption of 1000 kW would need at least 500 kW of power to work if the minimum voltage is set to 0.5.")]
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public float MinVoltage
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{
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get { return minVoltage; }
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set { minVoltage = value; }
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}
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[Editable, Serialize(0.0f, true)]
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[Editable(ToolTip = "How much power the device draws (or attempts to draw) from the electrical grid."), Serialize(0.0f, true)]
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public float PowerConsumption
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{
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get { return powerConsumption; }
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@@ -33,12 +35,12 @@ namespace Barotrauma.Items.Components
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}
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[Serialize(false,true)]
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[Serialize(false, true)]
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public override bool IsActive
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{
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get { return base.IsActive; }
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set
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{
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set
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{
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base.IsActive = value;
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if (!value) currPowerConsumption = 0.0f;
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}
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@@ -21,7 +21,7 @@ namespace Barotrauma.Items.Components
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private bool castShadows;
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[Editable, Serialize(100.0f, true)]
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[Editable(0.0f, 2048.0f), Serialize(100.0f, true)]
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public float Range
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{
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get { return range; }
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@@ -31,7 +31,8 @@ namespace Barotrauma.Items.Components
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}
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}
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[Editable, Serialize(true, true)]
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[Editable(ToolTip = "Should structures cast shadows when light from this light source hits them. "+
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"Disabling shadows increases the performance of the game, and is recommended for lights with a short range."), Serialize(true, true)]
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public bool CastShadows
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{
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get { return castShadows; }
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@@ -31,7 +31,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[Editable, Serialize(false, false)]
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[Editable(ToolTip = "If enabled, any signals received by the item are displayed as chat messages in the chatbox of the player holding the item."), Serialize(false, false)]
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public bool LinkToChat
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{
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get;
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@@ -49,20 +49,7 @@ namespace Barotrauma.Items.Components
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{
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return HasRequiredContainedItems(true);
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}
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/*public void Transmit(string signal)
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{
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if (!CanTransmit()) return;
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var receivers = GetReceiversInRange();
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foreach (WifiComponent w in receivers)
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{
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var connections = w.item.Connections;
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w.ReceiveSignal(1, signal, connections == null ? null : connections.Find(c => c.Name == "signal_in"), item, null);
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}
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}*/
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private List<WifiComponent> GetReceiversInRange()
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{
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return list.FindAll(w => w != this && w.CanReceive(this));
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