Faction Test 100.13.0.0
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@@ -544,9 +544,6 @@ namespace Barotrauma
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Vector2 rectCenter = new Vector2(rect.Center.X, rect.Center.Y);
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Vector2 viewOffset = DrawOffset + drawOffsetNoise;
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bool cursorOnOverlay = false;
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if (HighlightedLocation != null)
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{
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Vector2 highlightedLocationDrawPos = rectCenter + (HighlightedLocation.MapPosition + viewOffset) * zoom;
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@@ -574,52 +571,41 @@ namespace Barotrauma
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{
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locationInfoRt.Pivot = locationInfoRt.Pivot == Pivot.TopLeft ? Pivot.TopRight : Pivot.BottomRight;
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}
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Rectangle highlightedLocationRect = new Rectangle(highlightedLocationDrawPos.ToPoint(), new Point(GUI.IntScale(25)));
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Rectangle overlayRect = Rectangle.Union(highlightedLocationRect, locationInfoRt.Rect);
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if (overlayRect.Contains(PlayerInput.MousePosition))
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{
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cursorOnOverlay = true;
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}
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locationInfoOverlay?.AddToGUIUpdateList(order: 1);
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}
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if (!cursorOnOverlay)
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float closestDist = 0.0f;
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HighlightedLocation = null;
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if ((GUI.MouseOn == null || GUI.MouseOn == mapContainer))
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{
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float closestDist = 0.0f;
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HighlightedLocation = null;
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if ((GUI.MouseOn == null || GUI.MouseOn == mapContainer))
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for (int i = 0; i < Locations.Count; i++)
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{
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for (int i = 0; i < Locations.Count; i++)
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Location location = Locations[i];
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if (IsInFogOfWar(location) && !(currentDisplayLocation?.Connections.Any(c => c.Locations.Contains(location)) ?? false) && !GameMain.DebugDraw) { continue; }
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Vector2 pos = rectCenter + (location.MapPosition + viewOffset) * zoom;
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if (!rect.Contains(pos)) { continue; }
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Sprite locationSprite = location.IsCriticallyRadiated() ? location.Type.RadiationSprite ?? location.Type.Sprite : location.Type.Sprite;
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float iconScale = generationParams.LocationIconSize / locationSprite.size.X;
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if (location == currentDisplayLocation) { iconScale *= 1.2f; }
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Rectangle drawRect = locationSprite.SourceRect;
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drawRect.Width = (int)(drawRect.Width * iconScale * zoom * 1.4f);
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drawRect.Height = (int)(drawRect.Height * iconScale * zoom * 1.4f);
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drawRect.X = (int)pos.X - drawRect.Width / 2;
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drawRect.Y = (int)pos.Y - drawRect.Width / 2;
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if (!drawRect.Contains(PlayerInput.MousePosition)) { continue; }
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float dist = Vector2.Distance(PlayerInput.MousePosition, pos);
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if (HighlightedLocation == null || dist < closestDist)
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{
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Location location = Locations[i];
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if (IsInFogOfWar(location) && !(currentDisplayLocation?.Connections.Any(c => c.Locations.Contains(location)) ?? false) && !GameMain.DebugDraw) { continue; }
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Vector2 pos = rectCenter + (location.MapPosition + viewOffset) * zoom;
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if (!rect.Contains(pos)) { continue; }
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Sprite locationSprite = location.IsCriticallyRadiated() ? location.Type.RadiationSprite ?? location.Type.Sprite : location.Type.Sprite;
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float iconScale = generationParams.LocationIconSize / locationSprite.size.X;
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if (location == currentDisplayLocation) { iconScale *= 1.2f; }
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Rectangle drawRect = locationSprite.SourceRect;
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drawRect.Width = (int)(drawRect.Width * iconScale * zoom * 1.4f);
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drawRect.Height = (int)(drawRect.Height * iconScale * zoom * 1.4f);
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drawRect.X = (int)pos.X - drawRect.Width / 2;
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drawRect.Y = (int)pos.Y - drawRect.Width / 2;
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if (!drawRect.Contains(PlayerInput.MousePosition)) { continue; }
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float dist = Vector2.Distance(PlayerInput.MousePosition, pos);
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if (HighlightedLocation == null || dist < closestDist)
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{
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closestDist = dist;
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HighlightedLocation = location;
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}
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closestDist = dist;
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HighlightedLocation = location;
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}
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}
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}
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if (SelectedConnection != null)
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{
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