This commit is contained in:
juanjp600
2017-02-21 13:58:41 -03:00
3 changed files with 23 additions and 10 deletions
+2 -2
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 // You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below: // by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")] // [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("0.5.4.2")] [assembly: AssemblyVersion("0.5.4.3")]
[assembly: AssemblyFileVersion("0.5.4.2")] [assembly: AssemblyFileVersion("0.5.4.3")]
+10 -2
View File
@@ -23,10 +23,10 @@ namespace Barotrauma
public Vector2 TitlePosition; public Vector2 TitlePosition;
private float? loadState; private float? loadState;
#if !LINUX
Video splashScreenVideo; Video splashScreenVideo;
VideoPlayer videoPlayer; VideoPlayer videoPlayer;
#endif
public Vector2 TitleSize public Vector2 TitleSize
{ {
get { return new Vector2(titleTexture.Width, titleTexture.Height); } get { return new Vector2(titleTexture.Width, titleTexture.Height); }
@@ -56,6 +56,8 @@ namespace Barotrauma
public LoadingScreen(GraphicsDevice graphics) public LoadingScreen(GraphicsDevice graphics)
{ {
#if !LINUX
if (GameMain.Config.EnableSplashScreen) if (GameMain.Config.EnableSplashScreen)
{ {
try try
@@ -69,6 +71,8 @@ namespace Barotrauma
GameMain.Config.EnableSplashScreen = false; GameMain.Config.EnableSplashScreen = false;
} }
} }
#endif
backgroundTexture = TextureLoader.FromFile("Content/UI/titleBackground.png"); backgroundTexture = TextureLoader.FromFile("Content/UI/titleBackground.png");
monsterTexture = TextureLoader.FromFile("Content/UI/titleMonster.png"); monsterTexture = TextureLoader.FromFile("Content/UI/titleMonster.png");
@@ -82,6 +86,7 @@ namespace Barotrauma
public void Draw(SpriteBatch spriteBatch, GraphicsDevice graphics, float deltaTime) public void Draw(SpriteBatch spriteBatch, GraphicsDevice graphics, float deltaTime)
{ {
#if !LINUX
if (GameMain.Config.EnableSplashScreen && splashScreenVideo != null) if (GameMain.Config.EnableSplashScreen && splashScreenVideo != null)
{ {
try try
@@ -96,6 +101,7 @@ namespace Barotrauma
GameMain.Config.EnableSplashScreen = false; GameMain.Config.EnableSplashScreen = false;
} }
} }
#endif
drawn = true; drawn = true;
@@ -171,6 +177,7 @@ namespace Barotrauma
} }
#if !LINUX
private void DrawSplashScreen(SpriteBatch spriteBatch) private void DrawSplashScreen(SpriteBatch spriteBatch)
{ {
if (videoPlayer == null) if (videoPlayer == null)
@@ -206,6 +213,7 @@ namespace Barotrauma
} }
} }
#endif
bool drawn; bool drawn;
public IEnumerable<object> DoLoading(IEnumerable<object> loader) public IEnumerable<object> DoLoading(IEnumerable<object> loader)
@@ -332,7 +332,7 @@ namespace Barotrauma.Tutorials
} }
if (broken) break; if (broken) break;
} }
if (broken) break;
yield return CoroutineStatus.Running; yield return CoroutineStatus.Running;
} while (!broken); } while (!broken);
@@ -459,8 +459,6 @@ namespace Barotrauma.Tutorials
yield return CoroutineStatus.Running; 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."); infoBox = CreateInfoFrame("Now we're ready to shoot! Select the railgun controller.");
while (Character.Controlled.SelectedConstruction == null || Character.Controlled.SelectedConstruction.Name != "Railgun Controller") while (Character.Controlled.SelectedConstruction == null || Character.Controlled.SelectedConstruction.Name != "Railgun Controller")
@@ -468,11 +466,18 @@ namespace Barotrauma.Tutorials
yield return CoroutineStatus.Running; 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, " 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."); + "press the left mouse button.");
while (!moloch.IsDead) 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); moloch.AIController.SelectTarget(Character.Controlled.AiTarget);
yield return CoroutineStatus.Running; yield return CoroutineStatus.Running;
} }