- 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
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@@ -284,14 +284,6 @@ namespace Barotrauma
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}
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}
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//List<string> highlightText;
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//public List<string> HighlightText
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//{
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// get { return highlightText;}
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//}
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public Item(ItemPrefab itemPrefab, Vector2 position, Submarine submarine)
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: this(new Rectangle((int)position.X, (int)position.Y, (int)itemPrefab.sprite.size.X, (int)itemPrefab.sprite.size.Y), itemPrefab, submarine)
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{
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@@ -216,6 +216,8 @@ namespace Barotrauma
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textBox.Text = text;
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textBox.Color = Color.Green;
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textBox.Deselect();
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return true;
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}
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@@ -230,6 +232,8 @@ namespace Barotrauma
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textBox.Text = (assignedJob == null) ? "None" : assignedJob.Name;
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}
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textBox.Deselect();
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return true;
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}
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@@ -267,14 +271,14 @@ namespace Barotrauma
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y = 40+20;
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new GUITextBlock(new Rectangle(0, y, 100, 20), "ID Card tags:", Color.Transparent, Color.Black, Alignment.TopLeft, null, editingHUD);
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new GUITextBlock(new Rectangle(0, y, 100, 20), "ID Card tags:", Color.Transparent, Color.White, Alignment.TopLeft, null, editingHUD);
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GUITextBox propertyBox = new GUITextBox(new Rectangle(100, y, 200, 20), GUI.Style, editingHUD);
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propertyBox.Text = string.Join(", ", idCardTags);
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propertyBox.OnEnterPressed = EnterIDCardTags;
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propertyBox.OnTextChanged = TextBoxChanged;
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y = y + 30;
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new GUITextBlock(new Rectangle(0, y, 100, 20), "Assigned job:", Color.Transparent, Color.Black, Alignment.TopLeft, null, editingHUD);
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new GUITextBlock(new Rectangle(0, y, 100, 20), "Assigned job:", Color.Transparent, Color.White, Alignment.TopLeft, null, editingHUD);
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propertyBox = new GUITextBox(new Rectangle(100, y, 200, 20), GUI.Style, editingHUD);
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propertyBox.Text = (assignedJob == null) ? "None" : assignedJob.Name;
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@@ -213,6 +213,8 @@ namespace Barotrauma
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// }
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//}
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if (texture == null) return;
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spriteBatch.Draw(texture, pos + offset, sourceRect, color, rotation + rotate, origin, scale, spriteEffect, depth == null ? this.depth : (float)depth);
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}
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