(af16ecdfa) Merge branch 'dev' into human-ai
This commit is contained in:
@@ -326,843 +326,6 @@ namespace Barotrauma
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (MapEntity e in linkedTo)
|
||||
{
|
||||
if (e is Hull)
|
||||
{
|
||||
Hull linkedHull = (Hull)e;
|
||||
Rectangle connectedHullRect = e.Submarine == null ?
|
||||
linkedHull.rect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
|
||||
linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
|
||||
|
||||
//center of the hull
|
||||
Rectangle currentHullRect = Submarine == null ?
|
||||
WorldRect :
|
||||
new Rectangle(
|
||||
(int)(Submarine.DrawPosition.X + WorldPosition.X),
|
||||
(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
|
||||
WorldRect.Width, WorldRect.Height);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(currentHullRect.X, -currentHullRect.Y),
|
||||
new Vector2(connectedHullRect.X, -connectedHullRect.Y),
|
||||
Color.Green, width: 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void UpdateVertices(GraphicsDevice graphicsDevice, Camera cam, WaterRenderer renderer)
|
||||
|
||||
@@ -42,7 +42,21 @@ namespace Barotrauma
|
||||
MathHelper.Clamp(value.Y, 0.01f, 10));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private string specialTag;
|
||||
[Editable, Serialize("", true)]
|
||||
public string SpecialTag
|
||||
{
|
||||
get { return specialTag; }
|
||||
set { specialTag = value; }
|
||||
}
|
||||
|
||||
// Only for testing in the debug build. Not saved.
|
||||
#if DEBUG
|
||||
[Editable, Serialize(true, false)]
|
||||
#endif
|
||||
public bool DrawTiled { get; protected set; } = true;
|
||||
|
||||
protected Vector2 textureOffset = Vector2.Zero;
|
||||
[Editable(MinValueFloat = -1000f, MaxValueFloat = 1000f, ValueStep = 10f), Serialize("0.0, 0.0", true)]
|
||||
public Vector2 TextureOffset
|
||||
@@ -187,7 +201,7 @@ namespace Barotrauma
|
||||
if (HasBody && !ShowWalls) return;
|
||||
}
|
||||
|
||||
Color color = isHighlighted ? Color.Orange : spriteColor;
|
||||
Color color = IsHighlighted ? Color.Orange : spriteColor;
|
||||
if (IsSelected && editing)
|
||||
{
|
||||
//color = Color.Lerp(color, Color.Gold, 0.5f);
|
||||
|
||||
Reference in New Issue
Block a user