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
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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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