(d9829ac) v0.9.4.0

This commit is contained in:
Regalis
2019-10-24 18:05:42 +02:00
parent 9aa12bcac2
commit b39922a074
319 changed files with 12516 additions and 6815 deletions
@@ -78,7 +78,7 @@ namespace Barotrauma
/// <summary>
/// Which sides of a wall the object can appear on.
/// </summary>
[Serialize((Alignment.Top | Alignment.Bottom | Alignment.Left | Alignment.Right), true), Editable(ToolTip = "Which sides of a wall the object can spawn on.")]
[Serialize((Alignment.Top | Alignment.Bottom | Alignment.Left | Alignment.Right), true, description: "Which sides of a wall the object can spawn on."), Editable]
public Alignment Alignment
{
get;
@@ -117,15 +117,15 @@ namespace Barotrauma
private set;
}
[Serialize("0.0,1.0", true), Editable()]
[Serialize("0.0,1.0", true), Editable]
public Vector2 DepthRange
{
get;
private set;
}
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f,
ToolTip = "The tendency for the prefab to form clusters. Used as an exponent for perlin noise values that are used to determine the probability for an object to spawn at a specific position.")]
[Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f),
Serialize(0.0f, true, description: "The tendency for the prefab to form clusters. Used as an exponent for perlin noise values that are used to determine the probability for an object to spawn at a specific position.")]
/// <summary>
/// The tendency for the prefab to form clusters. Used as an exponent for perlin noise values
/// that are used to determine the probability for an object to spawn at a specific position.
@@ -136,8 +136,8 @@ namespace Barotrauma
private set;
}
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f,
ToolTip = "A value between 0-1 that determines the z-coordinate to sample perlin noise from when determining the probability " +
[Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f),
Serialize(0.0f, true, description: "A value between 0-1 that determines the z-coordinate to sample perlin noise from when determining the probability " +
" for an object to spawn at a specific position. Using the same (or close) value for different objects means the objects tend " +
"to form clusters in the same areas.")]
/// <summary>
@@ -152,15 +152,14 @@ namespace Barotrauma
private set;
}
[Serialize(false, true), Editable(ToolTip = "Should the object be rotated to align it with the wall surface it spawns on.")]
[Editable, Serialize(false, true, description: "Should the object be rotated to align it with the wall surface it spawns on.")]
public bool AlignWithSurface
{
get;
private set;
}
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1000.0f,
ToolTip = "Minimum length of a graph edge the object can spawn on.")]
[Serialize(0.0f, true, description: "Minimum length of a graph edge the object can spawn on."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1000.0f)]
/// <summary>
/// Minimum length of a graph edge the object can spawn on.
/// </summary>
@@ -171,7 +170,7 @@ namespace Barotrauma
}
private Vector2 randomRotation;
[Serialize("0.0,0.0", true), Editable(ToolTip = "How much the rotation of the object can vary (min and max values in degrees).")]
[Editable, Serialize("0.0,0.0", true, description: "How much the rotation of the object can vary (min and max values in degrees).")]
public Vector2 RandomRotation
{
get { return new Vector2(MathHelper.ToDegrees(randomRotation.X), MathHelper.ToDegrees(randomRotation.Y)); }
@@ -184,7 +183,7 @@ namespace Barotrauma
public Vector2 RandomRotationRad => randomRotation;
private float swingAmount;
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 360.0f, ToolTip = "How much the object swings (in degrees).")]
[Serialize(0.0f, true, description: "How much the object swings (in degrees)."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 360.0f)]
public float SwingAmount
{
get { return MathHelper.ToDegrees(swingAmount); }
@@ -196,30 +195,30 @@ namespace Barotrauma
public float SwingAmountRad => swingAmount;
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f, ToolTip = "How fast the object swings.")]
[Serialize(0.0f, true, description: "How fast the object swings."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f)]
public float SwingFrequency
{
get;
private set;
}
[Serialize("0.0,0.0", true), Editable(ToolTip = "How much the scale of the object oscillates on each axis. A value of 0.5,0.5 would make the object's scale oscillate from 100% to 150%.")]
[Editable, Serialize("0.0,0.0", true, description: "How much the scale of the object oscillates on each axis. A value of 0.5,0.5 would make the object's scale oscillate from 100% to 150%.")]
public Vector2 ScaleOscillation
{
get;
private set;
}
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f, ToolTip = "How fast the object's scale oscillates.")]
[Serialize(0.0f, true, description: "How fast the object's scale oscillates."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f)]
public float ScaleOscillationFrequency
{
get;
private set;
}
[Serialize(1.0f, true), Editable(ToolTip = "How likely it is for the object to spawn in a level. "+
"This is relative to the commonness of the other objects - for example, having an object with "+
"a commonness of 1 and another with a commonness of 10 would mean the latter appears in levels 10 times as frequently as the former. "+
[Editable, Serialize(1.0f, true, description: "How likely it is for the object to spawn in a level. " +
"This is relative to the commonness of the other objects - for example, having an object with " +
"a commonness of 1 and another with a commonness of 10 would mean the latter appears in levels 10 times as frequently as the former. " +
"The commonness value can be overridden on specific level types.")]
public float Commonness
{
@@ -227,7 +226,7 @@ namespace Barotrauma
private set;
}
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f, ToolTip = "How much the object disrupts submarine's sonar.")]
[Serialize(0.0f, true, description: "How much the object disrupts submarine's sonar."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f)]
public float SonarDisruption
{
get;
@@ -287,9 +286,19 @@ namespace Barotrauma
try
{
XDocument doc = XMLExtensions.TryLoadXml(configPath);
if (doc == null || doc.Root == null) return;
foreach (XElement element in doc.Root.Elements())
if (doc == null) { return; }
var mainElement = doc.Root;
if (doc.Root.IsOverride())
{
mainElement = doc.Root.FirstElement();
DebugConsole.NewMessage($"Overriding all level object prefabs with '{configPath}'", Color.Yellow);
list.Clear();
}
else if (list.Any())
{
DebugConsole.NewMessage($"Loading additional level object prefabs from file '{configPath}'");
}
foreach (XElement element in mainElement.Elements())
{
list.Add(new LevelObjectPrefab(element));
}