- added med bays to the vanilla subs

- some new wall prefabs
- medical item statuseffect tweaking
- fixed textBoxes not being deselected in waypoint editing hud after applying the changes
This commit is contained in:
Regalis
2016-03-26 23:25:04 +02:00
parent 2f7295eaad
commit c8597f76be
13 changed files with 67 additions and 34 deletions
-8
View File
@@ -284,14 +284,6 @@ namespace Barotrauma
}
}
//List<string> highlightText;
//public List<string> HighlightText
//{
// get { return highlightText;}
//}
public Item(ItemPrefab itemPrefab, Vector2 position, Submarine submarine)
: this(new Rectangle((int)position.X, (int)position.Y, (int)itemPrefab.sprite.size.X, (int)itemPrefab.sprite.size.Y), itemPrefab, submarine)
{
+6 -2
View File
@@ -216,6 +216,8 @@ namespace Barotrauma
textBox.Text = text;
textBox.Color = Color.Green;
textBox.Deselect();
return true;
}
@@ -230,6 +232,8 @@ namespace Barotrauma
textBox.Text = (assignedJob == null) ? "None" : assignedJob.Name;
}
textBox.Deselect();
return true;
}
@@ -267,14 +271,14 @@ namespace Barotrauma
y = 40+20;
new GUITextBlock(new Rectangle(0, y, 100, 20), "ID Card tags:", Color.Transparent, Color.Black, Alignment.TopLeft, null, editingHUD);
new GUITextBlock(new Rectangle(0, y, 100, 20), "ID Card tags:", Color.Transparent, Color.White, Alignment.TopLeft, null, editingHUD);
GUITextBox propertyBox = new GUITextBox(new Rectangle(100, y, 200, 20), GUI.Style, editingHUD);
propertyBox.Text = string.Join(", ", idCardTags);
propertyBox.OnEnterPressed = EnterIDCardTags;
propertyBox.OnTextChanged = TextBoxChanged;
y = y + 30;
new GUITextBlock(new Rectangle(0, y, 100, 20), "Assigned job:", Color.Transparent, Color.Black, Alignment.TopLeft, null, editingHUD);
new GUITextBlock(new Rectangle(0, y, 100, 20), "Assigned job:", Color.Transparent, Color.White, Alignment.TopLeft, null, editingHUD);
propertyBox = new GUITextBox(new Rectangle(100, y, 200, 20), GUI.Style, editingHUD);
propertyBox.Text = (assignedJob == null) ? "None" : assignedJob.Name;
+2
View File
@@ -213,6 +213,8 @@ namespace Barotrauma
// }
//}
if (texture == null) return;
spriteBatch.Draw(texture, pos + offset, sourceRect, color, rotation + rotate, origin, scale, spriteEffect, depth == null ? this.depth : (float)depth);
}