This commit is contained in:
juanjp600
2017-02-21 13:58:41 -03:00
3 changed files with 23 additions and 10 deletions

View File

@@ -31,5 +31,5 @@ using System.Runtime.InteropServices;
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("0.5.4.2")]
[assembly: AssemblyFileVersion("0.5.4.2")]
[assembly: AssemblyVersion("0.5.4.3")]
[assembly: AssemblyFileVersion("0.5.4.3")]

View File

@@ -21,12 +21,12 @@ namespace Barotrauma
public Vector2 CenterPosition;
public Vector2 TitlePosition;
private float? loadState;
private float? loadState;
#if !LINUX
Video splashScreenVideo;
VideoPlayer videoPlayer;
#endif
public Vector2 TitleSize
{
get { return new Vector2(titleTexture.Width, titleTexture.Height); }
@@ -56,19 +56,23 @@ namespace Barotrauma
public LoadingScreen(GraphicsDevice graphics)
{
#if !LINUX
if (GameMain.Config.EnableSplashScreen)
{
try
{
splashScreenVideo = GameMain.Instance.Content.Load<Video>("utg_4");
}
catch (Exception e)
{
DebugConsole.ThrowError("Failed to load splashscreen", e);
GameMain.Config.EnableSplashScreen = false;
}
}
#endif
backgroundTexture = TextureLoader.FromFile("Content/UI/titleBackground.png");
monsterTexture = TextureLoader.FromFile("Content/UI/titleMonster.png");
@@ -82,6 +86,7 @@ namespace Barotrauma
public void Draw(SpriteBatch spriteBatch, GraphicsDevice graphics, float deltaTime)
{
#if !LINUX
if (GameMain.Config.EnableSplashScreen && splashScreenVideo != null)
{
try
@@ -96,6 +101,7 @@ namespace Barotrauma
GameMain.Config.EnableSplashScreen = false;
}
}
#endif
drawn = true;
@@ -171,6 +177,7 @@ namespace Barotrauma
}
#if !LINUX
private void DrawSplashScreen(SpriteBatch spriteBatch)
{
if (videoPlayer == null)
@@ -206,6 +213,7 @@ namespace Barotrauma
}
}
#endif
bool drawn;
public IEnumerable<object> DoLoading(IEnumerable<object> loader)

View File

@@ -303,7 +303,7 @@ namespace Barotrauma.Tutorials
foreach (Structure s in Structure.WallList)
{
if (s.CastShadow || !s.HasBody) continue;
if (s.Rect.Right > steering.Item.CurrentHull.Rect.Right) windows.Add(s);
}
@@ -332,7 +332,7 @@ namespace Barotrauma.Tutorials
}
if (broken) break;
}
if (broken) break;
yield return CoroutineStatus.Running;
} while (!broken);
@@ -459,8 +459,6 @@ namespace Barotrauma.Tutorials
yield return CoroutineStatus.Running;
}
moloch.AnimController.SetPosition(ConvertUnits.ToSimUnits(Character.Controlled.WorldPosition + Vector2.UnitY * 600.0f));
infoBox = CreateInfoFrame("Now we're ready to shoot! Select the railgun controller.");
while (Character.Controlled.SelectedConstruction == null || Character.Controlled.SelectedConstruction.Name != "Railgun Controller")
@@ -468,11 +466,18 @@ namespace Barotrauma.Tutorials
yield return CoroutineStatus.Running;
}
moloch.AnimController.SetPosition(ConvertUnits.ToSimUnits(Character.Controlled.WorldPosition + Vector2.UnitY * 600.0f));
infoBox = CreateInfoFrame("Use the right mouse button to aim and wait for the creature to come closer. When you're ready to shoot, "
+ "press the left mouse button.");
while (!moloch.IsDead)
{
if (moloch.WorldPosition.Y > Character.Controlled.WorldPosition.Y + 600.0f)
{
moloch.AIController.SteeringManager.SteeringManual(CoroutineManager.DeltaTime, Character.Controlled.WorldPosition - moloch.WorldPosition);
}
moloch.AIController.SelectTarget(Character.Controlled.AiTarget);
yield return CoroutineStatus.Running;
}