Characters can be left behind in levels and they will stay there until the player returns, other subs visible in sonar
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@@ -114,7 +114,7 @@ namespace Barotrauma.Items.Components
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private void DrawRadar(SpriteBatch spriteBatch, Rectangle rect)
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{
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Vector2 center = new Vector2(rect.Center.X, rect.Center.Y);
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Vector2 center = new Vector2(rect.X + rect.Width*0.75f, rect.Center.Y);
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if (!IsActive) return;
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@@ -173,7 +173,7 @@ namespace Barotrauma.Items.Components
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CreateBlipsForLine(
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new Vector2(item.WorldPosition.X - range, Level.Loaded.Size.Y),
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new Vector2(item.WorldPosition.X + range, Level.Loaded.Size.Y),
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radius, displayScale, 300.0f, 1.0f);
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radius, displayScale, 500.0f, 10.0f);
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}
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List<VoronoiCell> cells = Level.Loaded.GetCells(item.WorldPosition, 7);
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@@ -254,11 +254,11 @@ namespace Barotrauma.Items.Components
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DrawMarker(spriteBatch,
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(GameMain.GameSession.Map == null) ? "Start" : GameMain.GameSession.Map.CurrentLocation.Name,
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(Level.Loaded.StartPosition - item.WorldPosition), displayScale, center, (rect.Width * 0.55f));
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(Level.Loaded.StartPosition - item.WorldPosition), displayScale, center, (rect.Width * 0.5f));
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DrawMarker(spriteBatch,
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(GameMain.GameSession.Map == null) ? "End" : GameMain.GameSession.Map.SelectedLocation.Name,
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(Level.Loaded.EndPosition - item.WorldPosition), displayScale, center, (rect.Width * 0.55f));
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(Level.Loaded.EndPosition - item.WorldPosition), displayScale, center, (rect.Width * 0.5f));
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if (GameMain.GameSession.Mission != null)
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{
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@@ -272,6 +272,13 @@ namespace Barotrauma.Items.Components
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}
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}
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foreach (Submarine sub in Submarine.Loaded)
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{
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if (item.Submarine == sub || sub.DockedTo.Contains(item.Submarine)) continue;
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DrawMarker(spriteBatch, sub.Name, sub.WorldPosition - item.WorldPosition, displayScale, center, (rect.Width * 0.45f));
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}
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if (!GameMain.DebugDraw) return;
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var steering = item.GetComponent<Steering>();
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@@ -361,15 +368,27 @@ namespace Barotrauma.Items.Components
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position *= scale;
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position.Y = -position.Y;
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Vector2 markerPos = (dist*scale>radius) ? Vector2.Normalize(position) * radius : position;
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float textAlpha = MathHelper.Clamp(1.5f - dist / 50000.0f, 0.5f, 1.0f);
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Vector2 dir = Vector2.Normalize(position);
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Vector2 markerPos = (dist*scale>radius) ? dir * radius : position;
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markerPos += center;
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)markerPos.X, (int)markerPos.Y, 5, 5), Color.LightGreen);
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markerPos.X = (int)markerPos.X;
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markerPos.Y = (int)markerPos.Y;
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spriteBatch.DrawString(GUI.SmallFont, label, new Vector2(markerPos.X + 10, markerPos.Y), Color.LightGreen);
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spriteBatch.DrawString(GUI.SmallFont, (int)(dist * Physics.DisplayToRealWorldRatio) + " m",
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new Vector2(markerPos.X + 10, markerPos.Y + 15), Color.LightGreen);
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)markerPos.X, (int)markerPos.Y, 5, 5), Color.LightGreen * textAlpha);
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if (dir.X < 0.0f) markerPos.X -= GUI.SmallFont.MeasureString(label).X+10;
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GUI.DrawString(spriteBatch, new Vector2(markerPos.X + 10, markerPos.Y), label, Color.LightGreen * textAlpha, Color.Black * textAlpha*0.5f, 2, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(markerPos.X + 10, markerPos.Y + 15), (int)(dist * Physics.DisplayToRealWorldRatio) + " m",
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Color.LightGreen * textAlpha,
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Color.Black * textAlpha, 2, GUI.SmallFont);
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}
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protected override void RemoveComponentSpecific()
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