Progress on multiplayer campaign:
- Moved SaveUtils to the shared project. - Moved the "new game"/"load game" menu logic to a separate class. - Somewhat functional campaign UI in the server lobby (only the map view is usable atm though).
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@@ -1,9 +1,7 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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@@ -68,6 +66,9 @@ namespace Barotrauma
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Vector2 rectCenter = new Vector2(rect.Center.X, rect.Center.Y);
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Vector2 offset = -currentLocation.MapPosition;
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Rectangle prevScissorRect = GameMain.Instance.GraphicsDevice.ScissorRectangle;
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GameMain.Instance.GraphicsDevice.ScissorRectangle = rect;
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iceTexture.DrawTiled(spriteBatch, new Vector2(rect.X, rect.Y), new Vector2(rect.Width, rect.Height), Vector2.Zero, Color.White * 0.8f);
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foreach (LocationConnection connection in connections)
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@@ -197,31 +198,8 @@ namespace Barotrauma
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GUI.DrawString(spriteBatch, pos, location.Name, Color.White, Color.Black * 0.8f, 3);
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}
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}
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public void Save(XElement element)
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{
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XElement mapElement = new XElement("map");
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mapElement.Add(new XAttribute("currentlocation", CurrentLocationIndex));
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mapElement.Add(new XAttribute("seed", Seed));
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mapElement.Add(new XAttribute("size", size));
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List<int> discoveredLocations = new List<int>();
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for (int i = 0; i < locations.Count; i++)
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{
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if (locations[i].Discovered) discoveredLocations.Add(i);
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}
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mapElement.Add(new XAttribute("discovered", string.Join(",", discoveredLocations)));
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List<int> passedConnections = new List<int>();
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for (int i = 0; i < connections.Count; i++)
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{
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if (connections[i].Passed) passedConnections.Add(i);
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}
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mapElement.Add(new XAttribute("passed", string.Join(",", passedConnections)));
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element.Add(mapElement);
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GameMain.Instance.GraphicsDevice.ScissorRectangle = prevScissorRect;
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}
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}
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}
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