New pump & railguncont sprites, saving fixes (disappearing items fixed?), moving LightManager.ViewPos to railgun when aiming, generating waypoints outside sub, easier wire node editing, characters stand when using a controller, shiftsummary crew status scrolling, stuff
This commit is contained in:
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Before Width: | Height: | Size: 13 KiB After Width: | Height: | Size: 16 KiB |
@@ -32,12 +32,12 @@
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linkable="true"
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pickdistance="150">
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<Sprite texture ="railguncontroller.png" depth="0.8"/>
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<Sprite texture ="railguncontroller.png" depth="0.8" sourcerect="0,0,61,97"/>
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<Controller UserPos="-1.0" direction ="Right" canbeselected = "true">
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<limbposition limb="Head" position="0,-124"/>
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<limbposition limb="LeftHand" position="38,-125"/>
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<limbposition limb="RightHand" position="38,-125"/>
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<limbposition limb="Head" position="-5,-62"/>
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<limbposition limb="LeftHand" position="43,-85"/>
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<limbposition limb="RightHand" position="43,-85"/>
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</Controller>
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<ConnectionPanel canbeselected = "true" msg="Rewire [Screwdriver]">
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Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 8.7 KiB |
@@ -28,7 +28,7 @@
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<GUITextBlock
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textcolor="1.0, 1.0, 1.0, 1.0"
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hovercolor="1.0, 1.0, 1.0, 0.3"
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hovercolor="0.3, 0.3, 0.3, 0.5"
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selectedcolor="1.0, 0.6, 0.0, 0.3"
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padding="10.0, 0.0, 10.0, 0.0"/>
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@@ -117,7 +117,7 @@ namespace Barotrauma
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DebugConsole.ThrowError("Pathfinding error, couldn't find a start node");
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return new SteeringPath();
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}
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closestDist = 0.0f;
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PathNode endNode = null;
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foreach (PathNode node in nodes)
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@@ -151,6 +151,7 @@ namespace Barotrauma
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UpdateClimbing();
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break;
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case Animation.UsingConstruction:
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UpdateStanding();
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break;
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default:
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if (inWater)
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@@ -412,6 +412,12 @@ namespace Barotrauma
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if (Info.PickedItemIDs[i] == 0) continue;
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Item item = FindEntityByID(Info.PickedItemIDs[i]) as Item;
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if (item==null)
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{
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int a = 1;
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}
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System.Diagnostics.Debug.Assert(item != null);
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if (item == null) continue;
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@@ -891,6 +897,7 @@ namespace Barotrauma
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if (controlled == this)
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{
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Lights.LightManager.ViewTarget = this;
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CharacterHUD.Update(deltaTime,this);
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ControlLocalPlayer(deltaTime, cam);
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}
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@@ -1276,15 +1283,18 @@ namespace Barotrauma
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if (secondaryHeld)
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{
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Vector2 relativeCursorPosition = cursorPosition - Position;
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Vector2 relativeCursorPosition = cursorPosition;
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relativeCursorPosition -= Lights.LightManager.ViewTarget == null ? Position : Lights.LightManager.ViewTarget.Position;
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if (relativeCursorPosition.Length()>4950.0f)
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if (relativeCursorPosition.Length()>500.0f)
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{
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relativeCursorPosition = Vector2.Normalize(relativeCursorPosition) * 4950.0f;
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relativeCursorPosition = Vector2.Normalize(relativeCursorPosition) * 495.0f;
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}
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message.WriteRangedSingle(relativeCursorPosition.X, -5000.0f, 5000.0f, 16);
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message.WriteRangedSingle(relativeCursorPosition.Y, -5000.0f, 5000.0f, 16);
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message.Write(Lights.LightManager.ViewTarget == null ? (ushort)0 : Lights.LightManager.ViewTarget.ID);
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message.WriteRangedSingle(relativeCursorPosition.X, -500.0f, 500.0f, 8);
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message.WriteRangedSingle(relativeCursorPosition.Y, -500.0f, 500.0f, 8);
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}
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else
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{
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@@ -1443,13 +1453,17 @@ namespace Barotrauma
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float dir = 1.0f;
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Vector2 pos = Vector2.Zero;
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ushort viewTargetId = 0;
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try
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{
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if (secondaryKeyState)
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{
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viewTargetId = message.ReadUInt16();
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relativeCursorPos = new Vector2(
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message.ReadRangedSingle(-5000.0f, 5000.0f, 16),
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message.ReadRangedSingle(-5000.0f, 5000.0f, 16));
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message.ReadRangedSingle(-500.0f, 500.0f, 8),
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message.ReadRangedSingle(-500.0f, 500.0f, 8));
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}
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else
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{
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@@ -1481,8 +1495,12 @@ namespace Barotrauma
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if (secondaryKeyState)
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{
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cursorPosition = MathUtils.IsValid(relativeCursorPos) ?
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ConvertUnits.ToDisplayUnits(pos)+relativeCursorPos : Vector2.Zero;
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cursorPosition = MathUtils.IsValid(relativeCursorPos) ? relativeCursorPos : Vector2.Zero;
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Entity viewTarget = viewTargetId == 0 ? this : Entity.FindEntityByID(viewTargetId);
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if (viewTarget == null) viewTarget = this;
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cursorPosition += viewTarget.Position;
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}
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else
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{
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@@ -425,11 +425,18 @@ namespace Barotrauma
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msg.Pos = MathUtils.SmoothStep(msg.Pos, currPos, deltaTime*20.0f);
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spriteBatch.DrawString(Font, msg.Text,
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new Vector2((int)msg.Pos.X - 1, (int)msg.Pos.Y - 1),
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Color.Black * alpha*0.5f, 0.0f,
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new Vector2((int)(0.5f * msg.Size.X), (int)(0.5f * msg.Size.Y)), 1.0f, SpriteEffects.None, 0.0f);
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spriteBatch.DrawString(Font, msg.Text,
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new Vector2((int)msg.Pos.X, (int)msg.Pos.Y),
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msg.Color * alpha, 0.0f,
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new Vector2((int)(0.5f * msg.Size.X), (int)(0.5f * msg.Size.Y)), 1.0f, SpriteEffects.None, 0.0f);
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currPos.Y += 30.0f;
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messages[0].LifeTime -= deltaTime/i;
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@@ -158,13 +158,13 @@ namespace Barotrauma
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scrollBar.BarScroll = 0.0f;
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}
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public void Select(object selection)
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public void Select(object selection, bool force = false)
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{
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for (int i = 0; i < children.Count; i++)
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{
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if (children[i].UserData != selection) continue;
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Select(i);
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Select(i, force);
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//if (OnSelected != null) OnSelected(Selected, Selected.UserData);
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if (!SelectMultiple) return;
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@@ -185,12 +185,13 @@ namespace Barotrauma
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}
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}
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public void Select(int childIndex)
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public void Select(int childIndex, bool force = false)
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{
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if (childIndex >= children.Count || childIndex < 0) return;
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bool wasSelected = true;
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if (OnSelected != null) wasSelected = OnSelected(children[childIndex], children[childIndex].UserData);
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if (OnSelected != null) wasSelected = OnSelected(children[childIndex], children[childIndex].UserData) || force;
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if (!wasSelected) return;
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@@ -270,14 +271,14 @@ namespace Barotrauma
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private void ShowScrollBar()
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{
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if (scrollBarHidden) Rect = new Rectangle(rect.X, rect.Y, rect.Width - scrollBar.Rect.Width, rect.Height);
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if (scrollBarHidden && !scrollBar.IsHorizontal) Rect = new Rectangle(rect.X, rect.Y, rect.Width - scrollBar.Rect.Width, rect.Height);
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scrollBarHidden = false;
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}
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private void HideScrollBar()
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{
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if (!scrollBarHidden) Rect = new Rectangle(rect.X, rect.Y, rect.Width + scrollBar.Rect.Width, rect.Height);
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if (!scrollBarHidden && !scrollBar.IsHorizontal) Rect = new Rectangle(rect.X, rect.Y, rect.Width + scrollBar.Rect.Width, rect.Height);
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scrollBarHidden = true;
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}
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@@ -297,7 +298,7 @@ namespace Barotrauma
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scrollBar.Draw(spriteBatch);
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if (scrollBar.IsHorizontal)
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{
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x -= (int)((totalSize - rect.Height) * scrollBar.BarScroll);
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x -= (int)((totalSize - rect.Width) * scrollBar.BarScroll);
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}
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else
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{
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@@ -322,14 +323,30 @@ namespace Barotrauma
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child.Visible = false;
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if (child.Rect.Y + child.Rect.Height < rect.Y) continue;
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if (child.Rect.Y + child.Rect.Height > rect.Y + rect.Height) break;
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if (child.Rect.Y < rect.Y && child.Rect.Y + child.Rect.Height >= rect.Y)
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if (scrollBar.IsHorizontal)
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{
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y = rect.Y;
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continue;
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if (child.Rect.Right < rect.X) continue;
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if (child.Rect.Right > rect.Right) break;
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if (child.Rect.X < rect.X && child.Rect.Right >= rect.X)
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{
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x = rect.X;
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continue;
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}
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}
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else
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{
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if (child.Rect.Y + child.Rect.Height < rect.Y) continue;
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if (child.Rect.Y + child.Rect.Height > rect.Y + rect.Height) break;
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if (child.Rect.Y < rect.Y && child.Rect.Y + child.Rect.Height >= rect.Y)
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{
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y = rect.Y;
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continue;
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}
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}
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child.Visible = true;
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@@ -64,26 +64,31 @@ namespace Barotrauma
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GUIFrame frame = new GUIFrame(new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.Black * 0.8f);
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int width = 700, height = 400;
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GUIFrame innerFrame = new GUIFrame(new Rectangle(0,0,width,height), null, Alignment.Center, GUI.Style, frame);
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int width = 760, height = 400;
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GUIFrame innerFrame = new GUIFrame(new Rectangle(0, 0, width, height), null, Alignment.Center, GUI.Style, frame);
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int y = 0;
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string summaryText = InfoTextManager.GetInfoText(gameOver ? "gameover" :
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(progress ? "progress" : "return"));
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var infoText = new GUITextBlock(new Rectangle(0,y,0,50), summaryText, GUI.Style, innerFrame, true);
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var infoText = new GUITextBlock(new Rectangle(0, y, 0, 50), summaryText, GUI.Style, innerFrame, true);
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y += infoText.Rect.Height;
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new GUITextBlock(new Rectangle(0,y,0,20), "Crew status:", GUI.Style, innerFrame, GUI.LargeFont);
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new GUITextBlock(new Rectangle(0, y, 0, 20), "Crew status:", GUI.Style, innerFrame, GUI.LargeFont);
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y += 30;
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GUIListBox listBox = new GUIListBox(new Rectangle(0,y,0,90), null, Alignment.TopLeft, GUI.Style, innerFrame, true);
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int x = 0;
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foreach (Character character in gameSession.CrewManager.characters)
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{
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var characterFrame = new GUIFrame(new Rectangle(x,y,170,70), character.IsDead ? Color.DarkRed*0.7f : Color.Transparent, GUI.Style, innerFrame);
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characterFrame.Padding = new Vector4(5.0f,5.0f,5.0f,5.0f);
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character.Info.CreateCharacterFrame(characterFrame,
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character.Info.Job!=null ? (character.Info.Name + '\n'+"("+character.Info.Job.Name+")") : character.Info.Name, null);
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var characterFrame = new GUIFrame(new Rectangle(x, y, 170, 70), character.IsDead ? Color.DarkRed * 0.7f : Color.Transparent, GUI.Style, listBox);
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characterFrame.OutlineColor = Color.Transparent;
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characterFrame.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
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character.Info.CreateCharacterFrame(characterFrame,
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character.Info.Job != null ? (character.Info.Name + '\n' + "(" + character.Info.Job.Name + ")") : character.Info.Name, null);
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string statusText;
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Color statusColor;
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@@ -100,30 +105,28 @@ namespace Barotrauma
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statusText = (character.Health / character.MaxHealth > 0.8f) ? "OK" : "Injured";
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statusColor = Color.DarkGreen;
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}
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new GUITextBlock(new Rectangle(0,0,0,20), statusText,
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GUI.Style, Alignment.BottomLeft, Alignment.TopCenter, characterFrame, true, GUI.SmallFont).Color = statusColor*0.7f;
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new GUITextBlock(new Rectangle(0, 0, 0, 20), statusText,
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GUI.Style, Alignment.BottomLeft, Alignment.TopCenter, characterFrame, true, GUI.SmallFont).Color = statusColor * 0.7f;
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x += characterFrame.Rect.Width + 10;
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}
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y += 80;
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y += 120;
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if (GameMain.GameSession.Mission != null)
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{
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new GUITextBlock(new Rectangle(0, y, 0, 20), "Mission: "+GameMain.GameSession.Mission.Name, GUI.Style, innerFrame, GUI.LargeFont);
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new GUITextBlock(new Rectangle(0, y, 0, 20), "Mission: " + GameMain.GameSession.Mission.Name, GUI.Style, innerFrame, GUI.LargeFont);
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y += 30;
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new GUITextBlock(new Rectangle(0,y,0,30),
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new GUITextBlock(new Rectangle(0, y, 0, 30),
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(GameMain.GameSession.Mission.Completed) ? GameMain.GameSession.Mission.SuccessMessage : GameMain.GameSession.Mission.FailureMessage,
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GUI.Style, innerFrame);
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if (GameMain.GameSession.Mission.Completed)
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{
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new GUITextBlock(new Rectangle(0, y+40, 0, 30), "Reward: "+GameMain.GameSession.Mission.Reward, GUI.Style, innerFrame);
|
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}
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new GUITextBlock(new Rectangle(0, y + 40, 0, 30), "Reward: " + GameMain.GameSession.Mission.Reward, GUI.Style, innerFrame);
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}
|
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}
|
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return frame;
|
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@@ -81,7 +81,9 @@ namespace Barotrauma.Items.Components
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return;
|
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}
|
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|
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if (userPos != 0.0f && character.AnimController.Anim != AnimController.Animation.UsingConstruction)
|
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character.AnimController.Anim = AnimController.Animation.UsingConstruction;
|
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|
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if (userPos != 0.0f)
|
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{
|
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float torsoX = ConvertUnits.ToDisplayUnits(character.AnimController.RefLimb.SimPosition.X);
|
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|
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@@ -89,12 +91,16 @@ namespace Barotrauma.Items.Components
|
||||
|
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if (diff!= Vector2.Zero && diff.Length() > 10.0f)
|
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{
|
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character.AnimController.Anim = AnimController.Animation.None;
|
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//character.AnimController.Anim = AnimController.Animation.None;
|
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|
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character.AnimController.TargetMovement = new Vector2(Math.Sign(diff.X), 0.0f);
|
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character.AnimController.TargetDir = (Math.Sign(diff.X) == 1) ? Direction.Right : Direction.Left;
|
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return;
|
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}
|
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else
|
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{
|
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character.AnimController.TargetMovement = Vector2.Zero;
|
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}
|
||||
}
|
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|
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ApplyStatusEffects(ActionType.OnActive, deltaTime, character);
|
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@@ -103,6 +109,7 @@ namespace Barotrauma.Items.Components
|
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|
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character.AnimController.Anim = AnimController.Animation.UsingConstruction;
|
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character.AnimController.ResetPullJoints();
|
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|
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if (dir != 0) character.AnimController.TargetDir = dir;
|
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|
||||
foreach (LimbPos lb in limbPositions)
|
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@@ -110,6 +117,8 @@ namespace Barotrauma.Items.Components
|
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Limb limb = character.AnimController.GetLimb(lb.limbType);
|
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if (limb == null) continue;
|
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|
||||
limb.Disabled = true;
|
||||
|
||||
FixedMouseJoint fmj = limb.pullJoint;
|
||||
if (fmj == null) continue;
|
||||
|
||||
@@ -138,7 +147,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public override void SecondaryUse(float deltaTime, Character character = null)
|
||||
{
|
||||
if (this.character == null || this.character!=character || this.character.SelectedConstruction!=item)
|
||||
if (this.character == null || this.character != character || this.character.SelectedConstruction != item)
|
||||
{
|
||||
character = null;
|
||||
return;
|
||||
@@ -150,13 +159,13 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
foreach (Connection c2 in c.Recipients)
|
||||
{
|
||||
if (c2 == null || c2.Item==null || !c2.Item.Prefab.FocusOnSelected) continue;
|
||||
if (c2 == null || c2.Item == null || !c2.Item.Prefab.FocusOnSelected) continue;
|
||||
|
||||
Vector2 centerPos = c2.Item.WorldPosition;
|
||||
|
||||
if (character == Character.Controlled && cam != null)
|
||||
{
|
||||
Lights.LightManager.ViewPos = centerPos;
|
||||
Lights.LightManager.ViewTarget = c2.Item;
|
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cam.TargetPos = c2.Item.WorldPosition;
|
||||
}
|
||||
|
||||
|
||||
@@ -74,7 +74,7 @@ namespace Barotrauma.Items.Components
|
||||
pingState = 0.0f;
|
||||
}
|
||||
|
||||
voltage = 0.0f;
|
||||
voltage -= deltaTime;
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
|
||||
@@ -21,6 +21,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private Vector2 newNodePos;
|
||||
|
||||
private static Wire draggingWire;
|
||||
private static int? selectedNodeIndex;
|
||||
|
||||
public Wire(Item item, XElement element)
|
||||
@@ -310,31 +311,34 @@ namespace Barotrauma.Items.Components
|
||||
//nodes.Add(newNodePos);
|
||||
}
|
||||
|
||||
if (!editing) return;
|
||||
if (!editing || !PlayerInput.MouseInsideWindow) return;
|
||||
|
||||
for (int i = 1; i < Nodes.Count; i++)
|
||||
for (int i = 0; i < Nodes.Count; i++)
|
||||
{
|
||||
Vector2 worldPos = Nodes[i];
|
||||
if (item.Submarine != null) worldPos += item.Submarine.Position;
|
||||
if (item.Submarine != null) worldPos += item.Submarine.Position + Submarine.HiddenSubPosition;
|
||||
worldPos.Y = -worldPos.Y;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, worldPos+new Vector2(-3,-3), new Vector2(6, 6), Color.Red, true, 0.0f);
|
||||
GUI.DrawRectangle(spriteBatch, worldPos + new Vector2(-3, -3), new Vector2(6, 6), item.Color, true, 0.0f);
|
||||
|
||||
if (GUIComponent.MouseOn != null ||
|
||||
Vector2.Distance(GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition), Nodes[i]) > 10.0f)
|
||||
Vector2.Distance(GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition), new Vector2(worldPos.X, -worldPos.Y)) > 10.0f)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
MapEntity.DisableSelect = true;
|
||||
GUI.DrawRectangle(spriteBatch, worldPos + new Vector2(-10, -10), new Vector2(20, 20), Color.Red, false, 0.0f);
|
||||
|
||||
if (selectedNodeIndex == null && !MapEntity.SelectedAny)
|
||||
if (selectedNodeIndex == null && draggingWire == null)// && !MapEntity.SelectedAny)
|
||||
{
|
||||
if (PlayerInput.LeftButtonDown() && PlayerInput.GetOldMouseState.LeftButton == Microsoft.Xna.Framework.Input.ButtonState.Released)
|
||||
{
|
||||
MapEntity.SelectEntity(item);
|
||||
draggingWire = this;
|
||||
selectedNodeIndex = i;
|
||||
MapEntity.DisableSelect = true;
|
||||
break;
|
||||
}
|
||||
else if (PlayerInput.RightButtonClicked())
|
||||
{
|
||||
@@ -346,22 +350,27 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
if (PlayerInput.LeftButtonDown())
|
||||
{
|
||||
if (selectedNodeIndex != null && item.IsSelected)
|
||||
if (selectedNodeIndex != null && draggingWire == this)
|
||||
{
|
||||
MapEntity.DisableSelect = true;
|
||||
Nodes[(int)selectedNodeIndex] = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition);
|
||||
//Nodes[(int)selectedNodeIndex] = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition)-Submarine.HiddenSubPosition+Submarine.Loaded.Position;
|
||||
|
||||
Vector2 nodeWorldPos = Nodes[(int)selectedNodeIndex];
|
||||
Vector2 nodeWorldPos = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition) - Submarine.HiddenSubPosition - Submarine.Loaded.Position;// Nodes[(int)selectedNodeIndex];
|
||||
|
||||
if (item.Submarine != null) nodeWorldPos += item.Submarine.Position;
|
||||
nodeWorldPos.X = MathUtils.Round(nodeWorldPos.X, Submarine.GridSize.X/2.0f);
|
||||
nodeWorldPos.Y = MathUtils.Round(nodeWorldPos.Y, Submarine.GridSize.Y/2.0f);
|
||||
|
||||
//if (item.Submarine != null) nodeWorldPos += item.Submarine.Position;
|
||||
|
||||
Nodes[(int)selectedNodeIndex] = nodeWorldPos;
|
||||
|
||||
Nodes[(int)selectedNodeIndex] = RoundNode(Nodes[(int)selectedNodeIndex], Hull.FindHull(nodeWorldPos));
|
||||
MapEntity.SelectEntity(item);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
selectedNodeIndex = null;
|
||||
draggingWire = null;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -134,7 +134,7 @@ namespace Barotrauma.Items.Components
|
||||
var projectiles = GetLoadedProjectiles(true);
|
||||
if (projectiles.Count == 0) return false;
|
||||
|
||||
if (GetAvailablePower() < currPowerConsumption) return false;
|
||||
if (GetAvailablePower() < powerConsumption) return false;
|
||||
|
||||
var batteries = item.GetConnectedComponents<PowerContainer>();
|
||||
|
||||
|
||||
@@ -7,7 +7,8 @@ namespace Barotrauma.Lights
|
||||
{
|
||||
class LightManager
|
||||
{
|
||||
public static Vector2 ViewPos;
|
||||
//public static Vector2 ViewPos;
|
||||
public static Entity ViewTarget;
|
||||
|
||||
public Color AmbientLight;
|
||||
|
||||
@@ -58,9 +59,11 @@ namespace Barotrauma.Lights
|
||||
lights.Remove(light);
|
||||
}
|
||||
|
||||
public void DrawLOS(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, Vector2 pos)
|
||||
public void DrawLOS(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam)
|
||||
{
|
||||
if (!LosEnabled) return;
|
||||
if (!LosEnabled || ViewTarget==null) return;
|
||||
|
||||
Vector2 pos = ViewTarget.WorldPosition;
|
||||
|
||||
Rectangle camView = new Rectangle(cam.WorldView.X, cam.WorldView.Y - cam.WorldView.Height, cam.WorldView.Width, cam.WorldView.Height);
|
||||
|
||||
@@ -167,13 +170,13 @@ namespace Barotrauma.Lights
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, cam.Transform);
|
||||
|
||||
Vector2 diff = lookAtPosition - ViewPos;
|
||||
Vector2 diff = lookAtPosition - ViewTarget.WorldPosition;
|
||||
diff.Y = -diff.Y;
|
||||
float rotation = MathUtils.VectorToAngle(diff);
|
||||
|
||||
Vector2 scale = new Vector2(MathHelper.Clamp(diff.Length()/256.0f, 2.0f, 5.0f), 2.0f);
|
||||
|
||||
spriteBatch.Draw(visionCircle, new Vector2(ViewPos.X, -ViewPos.Y), null, Color.White, rotation,
|
||||
|
||||
spriteBatch.Draw(visionCircle, new Vector2(ViewTarget.WorldPosition.X, -ViewTarget.WorldPosition.Y), null, Color.White, rotation,
|
||||
new Vector2(LightSource.LightTexture.Width*0.2f, LightSource.LightTexture.Height/2), scale, SpriteEffects.None, 0.0f);
|
||||
spriteBatch.End();
|
||||
|
||||
|
||||
@@ -232,21 +232,19 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
public static void UpdateSelecting(Camera cam)
|
||||
{
|
||||
if (DisableSelect)
|
||||
{
|
||||
DisableSelect = false;
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (MapEntity e in mapEntityList)
|
||||
{
|
||||
e.isHighlighted = false;
|
||||
e.isSelected = false;
|
||||
}
|
||||
|
||||
if (GUIComponent.MouseOn != null) return;
|
||||
|
||||
if (DisableSelect)
|
||||
{
|
||||
DisableSelect = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (GUIComponent.MouseOn != null || !PlayerInput.MouseInsideWindow) return;
|
||||
|
||||
if (MapEntityPrefab.Selected != null)
|
||||
{
|
||||
@@ -261,8 +259,7 @@ namespace Barotrauma
|
||||
selectedList.Clear();
|
||||
}
|
||||
|
||||
Vector2 position = new Vector2(PlayerInput.GetMouseState.X, PlayerInput.GetMouseState.Y);
|
||||
position = cam.ScreenToWorld(position);
|
||||
Vector2 position = cam.ScreenToWorld(PlayerInput.MousePosition);
|
||||
|
||||
MapEntity highLightedEntity = null;
|
||||
|
||||
|
||||
@@ -312,11 +312,11 @@ namespace Barotrauma
|
||||
(Rand.Int(2) == 0) ? Borders.Y : Borders.Y - Borders.Height);
|
||||
}
|
||||
|
||||
damagePos += submarine.Position + Submarine.HiddenSubPosition;
|
||||
SoundPlayer.PlayDamageSound(DamageSoundType.Pressure, 50.0f, damagePos, 10000.0f);
|
||||
|
||||
GameMain.GameScreen.Cam.Shake = depth * PressureDamageMultiplier * 0.1f;
|
||||
|
||||
damagePos += submarine.Position + Submarine.HiddenSubPosition;
|
||||
Explosion.RangedStructureDamage(damagePos, depth * PressureDamageMultiplier * 50.0f, depth * PressureDamageMultiplier);
|
||||
//SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, Rand.Range(0.0f, 100.0f), damagePos, 5000.0f);
|
||||
|
||||
|
||||
@@ -249,6 +249,56 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
float outSideWaypointInterval = 200.0f;
|
||||
int outsideWaypointDist = 100;
|
||||
|
||||
Rectangle borders = new Rectangle(Submarine.Borders.X - outsideWaypointDist, Submarine.Borders.Y + outsideWaypointDist,
|
||||
Submarine.Borders.Width + outsideWaypointDist*2, Submarine.Borders.Height+outsideWaypointDist*2);
|
||||
|
||||
WayPoint[,] cornerWaypoint = new WayPoint[2,2];
|
||||
for (int i = 0; i<2; i++)
|
||||
{
|
||||
for (float x = borders.X + outSideWaypointInterval; x < borders.Right - outSideWaypointInterval; x += outSideWaypointInterval)
|
||||
{
|
||||
var wayPoint = new WayPoint(
|
||||
new Vector2(x, borders.Y - borders.Height * i) + Submarine.HiddenSubPosition,
|
||||
SpawnType.Path, Submarine.Loaded);
|
||||
if (x == borders.X + outSideWaypointInterval)
|
||||
{
|
||||
cornerWaypoint[i, 0] = wayPoint;
|
||||
}
|
||||
else
|
||||
{
|
||||
wayPoint.ConnectTo(WayPoint.WayPointList[WayPointList.Count-2]);
|
||||
}
|
||||
}
|
||||
|
||||
cornerWaypoint[i, 1] = WayPoint.WayPointList[WayPointList.Count - 1];
|
||||
}
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
WayPoint wayPoint = null;
|
||||
for (float y = borders.Y - borders.Height; y < borders.Y; y += outSideWaypointInterval)
|
||||
{
|
||||
wayPoint = new WayPoint(
|
||||
new Vector2(borders.X + borders.Width * i, y) + Submarine.HiddenSubPosition,
|
||||
SpawnType.Path, Submarine.Loaded);
|
||||
if (y == borders.Y - borders.Height)
|
||||
{
|
||||
wayPoint.ConnectTo(cornerWaypoint[1, i]);
|
||||
}
|
||||
else
|
||||
{
|
||||
wayPoint.ConnectTo(WayPoint.WayPointList[WayPointList.Count - 2]);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
wayPoint.ConnectTo(cornerWaypoint[0, i]);
|
||||
}
|
||||
|
||||
List<Structure> stairList = new List<Structure>();
|
||||
foreach (MapEntity me in MapEntity.mapEntityList)
|
||||
{
|
||||
@@ -292,7 +342,7 @@ namespace Barotrauma
|
||||
|
||||
for (int dir = -1; dir <= 1; dir += 2)
|
||||
{
|
||||
WayPoint closest = wayPoint.FindClosest(dir, true, 30.0f);
|
||||
WayPoint closest = wayPoint.FindClosest(dir, true, gap.IsRoomToRoom ? 30.0f : outSideWaypointInterval/2.0f);
|
||||
if (closest == null) continue;
|
||||
wayPoint.ConnectTo(closest);
|
||||
}
|
||||
|
||||
@@ -222,6 +222,11 @@ namespace Barotrauma
|
||||
get { return oldMouseState; }
|
||||
}
|
||||
|
||||
public static bool MouseInsideWindow
|
||||
{
|
||||
get { return new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight).Contains(MousePosition); }
|
||||
}
|
||||
|
||||
public static Vector2 MouseSpeed
|
||||
{
|
||||
get
|
||||
|
||||
@@ -26,10 +26,10 @@ namespace Barotrauma
|
||||
get { return cam; }
|
||||
}
|
||||
|
||||
public string GetSubName()
|
||||
{
|
||||
return ((Submarine.Loaded == null) ? "" : Submarine.Loaded.Name);
|
||||
}
|
||||
//public string GetSubName()
|
||||
//{
|
||||
// return ((Submarine.Loaded == null) ? "" : Submarine.Loaded.Name);
|
||||
//}
|
||||
|
||||
private string GetItemCount()
|
||||
{
|
||||
@@ -64,6 +64,7 @@ namespace Barotrauma
|
||||
|
||||
new GUITextBlock(new Rectangle(0, 20, 0, 20), "Submarine:", GUI.Style, GUIpanel);
|
||||
nameBox = new GUITextBox(new Rectangle(0, 40, 0, 20), GUI.Style, GUIpanel);
|
||||
nameBox.OnEnterPressed = ChangeSubName;
|
||||
//nameBlock.TextGetter = GetSubName;
|
||||
|
||||
GUIButton button = new GUIButton(new Rectangle(0,70,0,20), "Save", GUI.Style, GUIpanel);
|
||||
@@ -227,6 +228,8 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
Submarine.SaveCurrent(nameBox.Text + ".sub");
|
||||
|
||||
GUI.AddMessage("Submarine saved to " + Submarine.Loaded.FilePath, Color.DarkGreen, 3.0f);
|
||||
|
||||
|
||||
return false;
|
||||
@@ -271,6 +274,16 @@ namespace Barotrauma
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool ChangeSubName(GUITextBox textBox, string text)
|
||||
{
|
||||
if (Submarine.Loaded != null) Submarine.Loaded.Name = text;
|
||||
textBox.Deselect();
|
||||
|
||||
textBox.Text = text;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool SelectPrefab(GUIComponent component, object obj)
|
||||
{
|
||||
MapEntityPrefab.SelectPrefab(obj);
|
||||
|
||||
@@ -135,10 +135,10 @@ namespace Barotrauma
|
||||
while (Physics.accumulator >= Physics.step)
|
||||
{
|
||||
cam.MoveCamera((float)Physics.step);
|
||||
if (Character.Controlled != null)
|
||||
if (Character.Controlled != null && Lights.LightManager.ViewTarget != null)
|
||||
{
|
||||
cam.TargetPos = Character.Controlled.WorldPosition;
|
||||
Lights.LightManager.ViewPos = Character.Controlled.WorldPosition;
|
||||
cam.TargetPos = Lights.LightManager.ViewTarget.WorldPosition;
|
||||
//Lights.LightManager.ViewPos = Character.Controlled.WorldPosition;
|
||||
}
|
||||
|
||||
if (Submarine.Loaded != null) Submarine.Loaded.SetPrevTransform(Submarine.Loaded.Position);
|
||||
@@ -213,9 +213,11 @@ namespace Barotrauma
|
||||
GameMain.LightManager.ObstructVision = Character.Controlled != null && Character.Controlled.ObstructVision;
|
||||
|
||||
GameMain.LightManager.UpdateLightMap(graphics, spriteBatch, cam);
|
||||
GameMain.LightManager.UpdateObstructVision(graphics, spriteBatch, cam,
|
||||
Character.Controlled==null ? LightManager.ViewPos : Character.Controlled.CursorWorldPosition);
|
||||
|
||||
if (Character.Controlled!=null)
|
||||
{
|
||||
GameMain.LightManager.UpdateObstructVision(graphics, spriteBatch, cam, Character.Controlled.CursorWorldPosition);
|
||||
}
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------------------
|
||||
//1. draw the background, characters and the parts of the submarine that are behind them
|
||||
@@ -335,7 +337,7 @@ namespace Barotrauma
|
||||
|
||||
spriteBatch.End();
|
||||
|
||||
GameMain.LightManager.DrawLOS(graphics, spriteBatch, cam, LightManager.ViewPos);
|
||||
GameMain.LightManager.DrawLOS(graphics, spriteBatch, cam);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -537,7 +537,7 @@ namespace Barotrauma
|
||||
|
||||
private IEnumerable<object> ShiftLoading()
|
||||
{
|
||||
GameMain.GameSession.StartShift(selectedLevel, false);
|
||||
GameMain.GameSession.StartShift(selectedLevel, true);
|
||||
GameMain.GameScreen.Select();
|
||||
|
||||
yield return CoroutineStatus.Success;
|
||||
|
||||
@@ -3,6 +3,7 @@ using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Barotrauma.Networking;
|
||||
using System.Xml.Linq;
|
||||
using System.IO;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -474,6 +475,15 @@ namespace Barotrauma
|
||||
Submarine selectedSub = mapList.SelectedData as Submarine;
|
||||
if (selectedSub == null) return false;
|
||||
|
||||
if (!Directory.Exists(SaveUtil.TempPath))
|
||||
{
|
||||
Directory.CreateDirectory(SaveUtil.TempPath);
|
||||
}
|
||||
|
||||
File.Copy(selectedSub.FilePath, Path.Combine(SaveUtil.TempPath, "map.sub"), true);
|
||||
|
||||
selectedSub = new Submarine(Path.Combine(SaveUtil.TempPath, "map.sub"), "");
|
||||
|
||||
GameMain.GameSession = new GameSession(selectedSub, saveNameBox.Text, GameModePreset.list.Find(gm => gm.Name == "Single Player"));
|
||||
(GameMain.GameSession.gameMode as SinglePlayerMode).GenerateMap(seedBox.Text);
|
||||
|
||||
|
||||
@@ -859,7 +859,7 @@ namespace Barotrauma
|
||||
}
|
||||
else
|
||||
{
|
||||
subList.Select(sub);
|
||||
subList.Select(sub, true);
|
||||
//map.Load();
|
||||
return true;
|
||||
}
|
||||
@@ -950,7 +950,7 @@ namespace Barotrauma
|
||||
|
||||
if (!string.IsNullOrWhiteSpace(mapName) && !GameMain.NetworkMember.Voting.AllowSubVoting) TrySelectSub(mapName, md5Hash);
|
||||
|
||||
if (!GameMain.NetworkMember.Voting.AllowModeVoting) modeList.Select(modeIndex);
|
||||
if (!GameMain.NetworkMember.Voting.AllowModeVoting) modeList.Select(modeIndex, true);
|
||||
|
||||
autoRestartBox.Selected = autoRestart;
|
||||
autoRestartTimer = restartTimer;
|
||||
|
||||
@@ -65,7 +65,7 @@ namespace Barotrauma
|
||||
|
||||
public int AlBufferId
|
||||
{
|
||||
get { return oggSound.AlBufferId; }
|
||||
get { return oggSound==null ? -1 : oggSound.AlBufferId; }
|
||||
}
|
||||
|
||||
public static void Init()
|
||||
@@ -260,7 +260,7 @@ namespace Barotrauma
|
||||
//System.Diagnostics.Debug.WriteLine("Removing sound " + filePath + " (buffer id" + AlBufferId + ")");
|
||||
|
||||
SoundManager.ClearAlSource(AlBufferId);
|
||||
oggSound.Dispose();
|
||||
if (oggSound!=null) oggSound.Dispose();
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -240,7 +240,7 @@ namespace Barotrauma
|
||||
{
|
||||
suitableMusic = musicClips.Where(x => x != null && x.type == OverrideMusicType).ToList();
|
||||
}
|
||||
else if (Submarine.Loaded!=null && Submarine.Loaded.Position.Y<SubmarineBody.DamageDepth+10000.0f)
|
||||
else if (Submarine.Loaded!=null && Submarine.Loaded.AtDamageDepth)
|
||||
{
|
||||
suitableMusic = musicClips.Where(x => x != null && x.type == "deep").ToList();
|
||||
}
|
||||
@@ -302,17 +302,8 @@ namespace Barotrauma
|
||||
|
||||
int selectedSound = Rand.Int(sounds.Count());
|
||||
|
||||
int i = 0;
|
||||
foreach (var s in sounds)
|
||||
{
|
||||
if (i == selectedSound)
|
||||
{
|
||||
s.sound.Play(1.0f, range, position);
|
||||
Debug.WriteLine("playing: " + s.sound);
|
||||
return;
|
||||
}
|
||||
i++;
|
||||
}
|
||||
sounds[selectedSound].sound.Play(1.0f, range, position);
|
||||
Debug.WriteLine("playing: " + sounds[selectedSound].sound);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -14,18 +14,34 @@ namespace Barotrauma
|
||||
|
||||
public delegate void ProgressDelegate(string sMessage);
|
||||
|
||||
public static string TempPath
|
||||
{
|
||||
get { return Path.Combine(SaveFolder, "temp"); }
|
||||
}
|
||||
|
||||
public static void SaveGame(string fileName)
|
||||
{
|
||||
fileName = Path.Combine(SaveFolder, fileName);
|
||||
|
||||
string tempPath = Path.Combine(SaveFolder, "temp");
|
||||
|
||||
if (Directory.Exists(tempPath))
|
||||
//if (Directory.Exists(tempPath))
|
||||
//{
|
||||
// Directory.Delete(tempPath, true);
|
||||
//}
|
||||
|
||||
if (!Directory.Exists(tempPath))
|
||||
{
|
||||
Directory.Delete(tempPath, true);
|
||||
// DecompressToDirectory(fileName, tempPath, null);
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
Directory.CreateDirectory(tempPath);
|
||||
}
|
||||
|
||||
Directory.CreateDirectory(tempPath);
|
||||
|
||||
|
||||
//
|
||||
//Directory.CreateDirectory(Path.GetDirectoryName(filePath) + "\\temp");
|
||||
|
||||
try
|
||||
@@ -34,10 +50,6 @@ namespace Barotrauma
|
||||
{
|
||||
Submarine.Loaded.SaveAs(Path.Combine(tempPath, "map.sub"));
|
||||
}
|
||||
else
|
||||
{
|
||||
File.Copy(GameMain.GameSession.Submarine.FilePath, Path.Combine(tempPath, "map.sub"));
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
@@ -68,12 +80,11 @@ namespace Barotrauma
|
||||
public static void LoadGame(string fileName)
|
||||
{
|
||||
string filePath = Path.Combine(SaveFolder, fileName+".save");
|
||||
string tempPath = Path.Combine(SaveFolder, "temp");
|
||||
|
||||
DecompressToDirectory(filePath, tempPath, null);
|
||||
DecompressToDirectory(filePath, TempPath, null);
|
||||
|
||||
Submarine selectedMap = new Submarine(Path.Combine(tempPath, "map.sub"), "");// Submarine.Load();
|
||||
GameMain.GameSession = new GameSession(selectedMap, fileName, Path.Combine(tempPath, "gamesession.xml"));
|
||||
Submarine selectedMap = new Submarine(Path.Combine(TempPath, "map.sub"), "");// Submarine.Load();
|
||||
GameMain.GameSession = new GameSession(selectedMap, fileName, Path.Combine(TempPath, "gamesession.xml"));
|
||||
|
||||
//Directory.Delete(tempPath, true);
|
||||
}
|
||||
@@ -84,7 +95,14 @@ namespace Barotrauma
|
||||
|
||||
string tempPath = Path.Combine(SaveFolder, "temp");
|
||||
|
||||
DecompressToDirectory(filePath, tempPath, null);
|
||||
try
|
||||
{
|
||||
DecompressToDirectory(filePath, tempPath, null);
|
||||
}
|
||||
catch
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
return ToolBox.TryLoadXml(Path.Combine(tempPath, "gamesession.xml"));
|
||||
}
|
||||
|
||||
@@ -47,7 +47,7 @@ Graphics - James Bear ("Moonsaber99")
|
||||
|
||||
------------------------------------------------------------------------
|
||||
|
||||
"Enter the Maze", "Simplex", "Unseen Horrors"
|
||||
"The Descent", "Enter the Maze", "Road to Hell", "Simplex", "Unseen Horrors"
|
||||
Kevin MacLeod (incompetech.com)
|
||||
Licensed under Creative Commons: By Attribution 3.0
|
||||
http://creativecommons.org/licenses/by/3.0/
|
||||
|
||||
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Reference in New Issue
Block a user