Resizing structures/items in editor
This commit is contained in:
@@ -286,7 +286,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
public Item(Rectangle newRect, ItemPrefab itemPrefab, Submarine submarine)
|
||||
: base(submarine)
|
||||
: base(itemPrefab, submarine)
|
||||
{
|
||||
prefab = itemPrefab;
|
||||
|
||||
@@ -1219,7 +1219,7 @@ namespace Barotrauma
|
||||
element.Add(new XAttribute("name", prefab.Name),
|
||||
new XAttribute("ID", ID));
|
||||
|
||||
if (prefab.ResizeHorizontal || prefab.ResizeVertical)
|
||||
if (ResizeHorizontal || ResizeVertical)
|
||||
{
|
||||
element.Add(new XAttribute("rect",
|
||||
(int)(rect.X - Submarine.HiddenSubPosition.X) + "," +
|
||||
|
||||
@@ -20,15 +20,15 @@ namespace Barotrauma
|
||||
//private Sound waterSound;
|
||||
|
||||
//a value between 0.0f-1.0f (0.0 = closed, 1.0f = open)
|
||||
float open;
|
||||
private float open;
|
||||
|
||||
//the force of the water flow which is exerted on physics bodies
|
||||
Vector2 flowForce;
|
||||
private Vector2 flowForce;
|
||||
|
||||
Hull flowTargetHull;
|
||||
private Hull flowTargetHull;
|
||||
|
||||
float higherSurface;
|
||||
float lowerSurface;
|
||||
private float higherSurface;
|
||||
private float lowerSurface;
|
||||
|
||||
|
||||
public float Open
|
||||
@@ -39,11 +39,6 @@ namespace Barotrauma
|
||||
|
||||
public Door ConnectedDoor;
|
||||
|
||||
//public Vector2 FlowForce
|
||||
//{
|
||||
// get { return flowForce*soundVolume; }
|
||||
//}
|
||||
|
||||
public Vector2 LerpedFlowForce
|
||||
{
|
||||
get { return lerpedFlowForce; }
|
||||
@@ -64,6 +59,20 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public override Rectangle Rect
|
||||
{
|
||||
get
|
||||
{
|
||||
return base.Rect;
|
||||
}
|
||||
set
|
||||
{
|
||||
base.Rect = value;
|
||||
|
||||
FindHulls();
|
||||
}
|
||||
}
|
||||
|
||||
public Gap(MapEntityPrefab prefab, Rectangle rectangle)
|
||||
: this (rectangle, Submarine.Loaded)
|
||||
{ }
|
||||
@@ -73,7 +82,7 @@ namespace Barotrauma
|
||||
{ }
|
||||
|
||||
public Gap(Rectangle newRect, bool isHorizontal, Submarine submarine)
|
||||
: base (submarine)
|
||||
: base (MapEntityPrefab.list.Find(m=> m.Name == "Gap"), submarine)
|
||||
{
|
||||
rect = newRect;
|
||||
linkedTo = new ObservableCollection<MapEntity>();
|
||||
@@ -169,34 +178,21 @@ namespace Barotrauma
|
||||
|
||||
GUI.DrawRectangle(sb, new Rectangle(WorldRect.X, -WorldRect.Y, rect.Width, rect.Height), clr * 0.5f, true);
|
||||
|
||||
if (isHorizontal)
|
||||
for (int i = 0; i < linkedTo.Count; i++)
|
||||
{
|
||||
for (int i = 0; i < linkedTo.Count; i++ )
|
||||
{
|
||||
if (linkedTo[i].Rect.Center.X > rect.Center.X)
|
||||
{
|
||||
GUI.DrawRectangle(sb, new Rectangle(WorldRect.Right, -WorldRect.Y, 10, rect.Height), Color.Green * 0.3f, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
GUI.DrawRectangle(sb, new Rectangle(WorldRect.X - 10, -WorldRect.Y, 10, rect.Height), Color.Green * 0.3f, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < linkedTo.Count; i++)
|
||||
{
|
||||
if (linkedTo[i].Rect.Y - linkedTo[i].Rect.Height / 2.0f > rect.Y-rect.Height/2.0f)
|
||||
{
|
||||
GUI.DrawRectangle(sb, new Rectangle(WorldRect.X, -WorldRect.Y - 10, rect.Width, 10), Color.Green * 0.3f, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
GUI.DrawRectangle(sb, new Rectangle(WorldRect.X, -WorldRect.Y + rect.Height, rect.Width, 10), Color.Green * 0.3f, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
Vector2 dir = isHorizontal ?
|
||||
new Vector2(Math.Sign(linkedTo[i].Rect.Center.X - rect.Center.X), 0.0f)
|
||||
: new Vector2(0.0f, Math.Sign((linkedTo[i].Rect.Y - linkedTo[i].Rect.Height / 2.0f) - (rect.Y - rect.Height / 2.0f)));
|
||||
|
||||
Vector2 arrowPos = new Vector2(WorldRect.Center.X, -(WorldRect.Y - WorldRect.Height / 2));
|
||||
arrowPos += new Vector2(dir.X * (WorldRect.Width / 2 + 10), dir.Y * (WorldRect.Height / 2 + 10));
|
||||
|
||||
GUI.Arrow.Draw(sb,
|
||||
arrowPos,
|
||||
clr * 0.8f,
|
||||
GUI.Arrow.Origin, MathUtils.VectorToAngle(dir) + MathHelper.PiOver2,
|
||||
isHorizontal ? new Vector2(rect.Height / 16.0f, 1.0f) : new Vector2(rect.Width / 16.0f, 1.0f));
|
||||
}
|
||||
|
||||
if (isSelected)
|
||||
{
|
||||
|
||||
@@ -74,6 +74,21 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public override Rectangle Rect
|
||||
{
|
||||
get
|
||||
{
|
||||
return base.Rect;
|
||||
}
|
||||
set
|
||||
{
|
||||
base.Rect = value;
|
||||
|
||||
Item.UpdateHulls();
|
||||
Gap.UpdateHulls();
|
||||
}
|
||||
}
|
||||
|
||||
public override bool IsLinkable
|
||||
{
|
||||
get { return true; }
|
||||
@@ -151,13 +166,13 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
public Hull(MapEntityPrefab prefab, Rectangle rectangle)
|
||||
: this (rectangle, Submarine.Loaded)
|
||||
: this (prefab, rectangle, Submarine.Loaded)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public Hull(Rectangle rectangle, Submarine submarine)
|
||||
: base (submarine)
|
||||
public Hull(MapEntityPrefab prefab, Rectangle rectangle, Submarine submarine)
|
||||
: base (prefab, submarine)
|
||||
{
|
||||
rect = rectangle;
|
||||
|
||||
@@ -691,7 +706,7 @@ namespace Barotrauma
|
||||
int.Parse(element.Attribute("height").Value));
|
||||
}
|
||||
|
||||
Hull h = new Hull(rect, submarine);
|
||||
Hull h = new Hull(MapEntityPrefab.list.Find(m => m.Name == "Hull"), rect, submarine);
|
||||
|
||||
h.volume = ToolBox.GetAttributeFloat(element, "pressure", 0.0f);
|
||||
|
||||
|
||||
@@ -23,7 +23,9 @@ namespace Barotrauma
|
||||
protected static Vector2 selectionSize = Vector2.Zero;
|
||||
|
||||
protected static Vector2 startMovingPos = Vector2.Zero;
|
||||
|
||||
|
||||
private MapEntityPrefab prefab;
|
||||
|
||||
protected List<ushort> linkedToID;
|
||||
|
||||
//observable collection because some entities may need to be notified when the collection is modified
|
||||
@@ -66,6 +68,9 @@ namespace Barotrauma
|
||||
|
||||
//the position and dimensions of the entity
|
||||
protected Rectangle rect;
|
||||
|
||||
private static bool resizing;
|
||||
private int resizeDirX, resizeDirY;
|
||||
|
||||
public virtual Rectangle Rect {
|
||||
get { return rect; }
|
||||
@@ -139,12 +144,24 @@ namespace Barotrauma
|
||||
set { isSelected = value; }
|
||||
}
|
||||
|
||||
protected bool ResizeHorizontal
|
||||
{
|
||||
get { return prefab == null ? false : prefab.ResizeHorizontal; }
|
||||
}
|
||||
protected bool ResizeVertical
|
||||
{
|
||||
get { return prefab == null ? false : prefab.ResizeVertical; }
|
||||
}
|
||||
|
||||
public virtual string Name
|
||||
{
|
||||
get { return ""; }
|
||||
}
|
||||
|
||||
public MapEntity(Submarine submarine) : base(submarine) { }
|
||||
public MapEntity(MapEntityPrefab prefab, Submarine submarine) : base(submarine)
|
||||
{
|
||||
this.prefab = prefab;
|
||||
}
|
||||
|
||||
public virtual void Move(Vector2 amount)
|
||||
{
|
||||
@@ -232,6 +249,12 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
public static void UpdateSelecting(Camera cam)
|
||||
{
|
||||
if (resizing)
|
||||
{
|
||||
if (selectedList.Count == 0) resizing = false;
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (MapEntity e in mapEntityList)
|
||||
{
|
||||
e.isHighlighted = false;
|
||||
@@ -245,7 +268,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
if (GUIComponent.MouseOn != null || !PlayerInput.MouseInsideWindow) return;
|
||||
|
||||
|
||||
if (MapEntityPrefab.Selected != null)
|
||||
{
|
||||
selectionPos = Vector2.Zero;
|
||||
@@ -412,6 +435,11 @@ namespace Barotrauma
|
||||
if (selectedList.Count == 1)
|
||||
{
|
||||
selectedList[0].DrawEditing(spriteBatch, cam);
|
||||
|
||||
if (selectedList[0].ResizeHorizontal || selectedList[0].ResizeVertical)
|
||||
{
|
||||
selectedList[0].DrawResizing(spriteBatch, cam);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -443,6 +471,89 @@ namespace Barotrauma
|
||||
|
||||
public virtual void DrawEditing(SpriteBatch spriteBatch, Camera cam) {}
|
||||
|
||||
private void DrawResizing(SpriteBatch spriteBatch, Camera cam)
|
||||
{
|
||||
isHighlighted = true;
|
||||
|
||||
int startX = ResizeHorizontal ? -1 : 0;
|
||||
int StartY = ResizeVertical ? -1 : 0;
|
||||
|
||||
for (int x = startX; x < 2; x += 2)
|
||||
{
|
||||
for (int y = StartY; y < 2; y += 2)
|
||||
{
|
||||
|
||||
Vector2 handlePos = cam.WorldToScreen(Position + new Vector2(x * (rect.Width * 0.5f + 5), y * (rect.Height * 0.5f + 5)));
|
||||
|
||||
bool highlighted = Vector2.Distance(PlayerInput.MousePosition, handlePos)<5.0f;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, handlePos - new Vector2(3.0f, 3.0f), new Vector2(6.0f, 6.0f), Color.White * (highlighted ? 1.0f : 0.6f), true);
|
||||
|
||||
if (highlighted)
|
||||
{
|
||||
if (PlayerInput.LeftButtonDown())
|
||||
{
|
||||
selectionPos = Vector2.Zero;
|
||||
resizeDirX = x;
|
||||
resizeDirY = y;
|
||||
resizing = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (resizing)
|
||||
{
|
||||
|
||||
Vector2 placePosition = new Vector2(rect.X, rect.Y);
|
||||
Vector2 placeSize = new Vector2(rect.Width, rect.Height);
|
||||
|
||||
Vector2 mousePos = Submarine.MouseToWorldGrid(cam);
|
||||
|
||||
if (resizeDirX >0)
|
||||
{
|
||||
mousePos.X = Math.Max(mousePos.X, rect.X + Submarine.GridSize.X);
|
||||
placeSize.X = mousePos.X - placePosition.X;
|
||||
}
|
||||
else if (resizeDirX <0)
|
||||
{
|
||||
mousePos.X = Math.Min(mousePos.X, rect.Right - Submarine.GridSize.X);
|
||||
|
||||
placeSize.X = (placePosition.X + placeSize.X)-mousePos.X;
|
||||
placePosition.X = mousePos.X;
|
||||
}
|
||||
if (resizeDirY < 0)
|
||||
{
|
||||
mousePos.Y = Math.Min(mousePos.Y, rect.Y - Submarine.GridSize.Y);
|
||||
placeSize.Y = placePosition.Y-mousePos.Y;
|
||||
}
|
||||
else if (resizeDirY > 0)
|
||||
{
|
||||
mousePos.Y = Math.Max(mousePos.Y, rect.Y - rect.Height + Submarine.GridSize.X);
|
||||
|
||||
placeSize.Y = mousePos.Y - (rect.Y - rect.Height);
|
||||
placePosition.Y = mousePos.Y;
|
||||
}
|
||||
|
||||
if ((int)placePosition.X != rect.X || (int)placePosition.Y != rect.Y || (int)placeSize.X != rect.Width || (int)placeSize.Y != rect.Height)
|
||||
{
|
||||
Rect = new Rectangle((int)placePosition.X, (int)placePosition.Y, (int)placeSize.X, (int)placeSize.Y);
|
||||
}
|
||||
|
||||
if (!PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
resizing = false;
|
||||
}
|
||||
|
||||
//if (resizeHorizontal) placeSize.X = position.X - placePosition.X;
|
||||
//if (resizeVertical) placeSize.Y = placePosition.Y - position.Y;
|
||||
|
||||
//Rectangle newRect = Submarine.AbsRect(placePosition, placeSize);
|
||||
//newRect.Width = (int)Math.Max(newRect.Width, Submarine.GridSize.X);
|
||||
//newRect.Height = (int)Math.Max(newRect.Height, Submarine.GridSize.Y);
|
||||
}
|
||||
}
|
||||
|
||||
public static List<MapEntity> FindMapEntities(Vector2 pos)
|
||||
{
|
||||
List<MapEntity> foundEntities = new List<MapEntity>();
|
||||
@@ -518,13 +629,6 @@ namespace Barotrauma
|
||||
{
|
||||
mapEntityList[i].OnMapLoaded();
|
||||
}
|
||||
|
||||
|
||||
|
||||
//mapEntityList.Sort((x, y) =>
|
||||
//{
|
||||
// return x.Name.CompareTo(y.Name);
|
||||
//});
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -141,7 +141,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
public Structure(Rectangle rectangle, StructurePrefab sp, Submarine submarine)
|
||||
: base(submarine)
|
||||
: base(sp, submarine)
|
||||
{
|
||||
if (rectangle.Width == 0 || rectangle.Height == 0) return;
|
||||
|
||||
|
||||
@@ -96,7 +96,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
public WayPoint(Rectangle newRect, Submarine submarine)
|
||||
: base (submarine)
|
||||
: base (null, submarine)
|
||||
{
|
||||
rect = newRect;
|
||||
linkedTo = new ObservableCollection<MapEntity>();
|
||||
|
||||
@@ -1,3 +1,25 @@
|
||||
---------------------------------------------------------------------------------------------------------
|
||||
v0.3.4.0
|
||||
---------------------------------------------------------------------------------------------------------
|
||||
|
||||
Multiplayer:
|
||||
- missing submarine files can be downloaded from the server host
|
||||
- player syncing bugfixes (aiming is visible to other players, smoother movement in water)
|
||||
- creature syncing bugfixes (less teleporting around)
|
||||
- fixed the server lobby displaying wrong numbers of votes at the client's side
|
||||
- fixed the server list displaying 16/16 players as 0/16
|
||||
- saving server settings
|
||||
|
||||
Other:
|
||||
- skyholder artifacts consume oxygen
|
||||
- thermal artifacts catch fire even if they're not being held
|
||||
- placed items/structures can be resized in the editor
|
||||
- items in the inventory can be swapped between slots by dragging them on top of each other
|
||||
- slower underwater scooters
|
||||
- fixed pressure building up in enclosed rooms full of water, even if there were no hull breaches
|
||||
- an indicator which shows the direction of the sub when spectating
|
||||
- fixed crashing when loading a submarine with no hulls
|
||||
|
||||
---------------------------------------------------------------------------------------------------------
|
||||
v0.3.3.1
|
||||
---------------------------------------------------------------------------------------------------------
|
||||
|
||||
Binary file not shown.
Reference in New Issue
Block a user