Lobbyscreen store fixes, sub name textbox & save button in sub editor, transitioncinematic on crew death, saving reactor state, radar marker position fix, minimap fix, button sounds, artifact positioning fix, better LegUp prevention method, some music clips when round ends

This commit is contained in:
Regalis
2016-01-03 01:13:32 +02:00
parent 8717a2259f
commit cb1513f5e6
32 changed files with 277 additions and 160 deletions
+1 -1
View File
@@ -9,7 +9,7 @@ namespace Barotrauma
{
enum MapEntityCategory
{
Structure, Machine, Item, Electrical, Equipment, Material
Structure, Machine, Equipment, Electrical, Material, Misc
}
class MapEntityPrefab
+1
View File
@@ -55,6 +55,7 @@ namespace Barotrauma
public string Name
{
get { return name; }
set { name = value; }
}
public static Vector2 LastPickedPosition
+9 -4
View File
@@ -36,6 +36,7 @@ namespace Barotrauma
private IEnumerable<object> UpdateTransitionCinematic(Submarine sub, Camera cam, Vector2 targetPos)
{
Character.Controlled = null;
cam.TargetPos = Vector2.Zero;
GameMain.LightManager.LosEnabled = false;
Vector2 diff = targetPos - sub.Position;
@@ -50,15 +51,19 @@ namespace Barotrauma
while (timer < duration)
{
Vector2 cameraPos = sub.Position;
cameraPos.Y = ConvertUnits.ToDisplayUnits(Level.Loaded.ShaftBodies[0].Position.Y) - cam.WorldView.Height/2.0f;
cam.Zoom = Math.Max(0.2f, cam.Zoom - CoroutineManager.DeltaTime * 0.1f);
Vector2 cameraPos = sub.Position + Submarine.HiddenSubPosition;
cameraPos.Y = Math.Min(cameraPos.Y, ConvertUnits.ToDisplayUnits(Level.Loaded.ShaftBodies[0].Position.Y) - cam.WorldView.Height/2.0f);
GUI.ScreenOverlayColor = Color.Lerp(Color.TransparentBlack, Color.Black, timer/duration);
cam.Translate((cameraPos - cam.Position) * CoroutineManager.DeltaTime*10.0f);
cam.Zoom = Math.Max(0.2f, cam.Zoom - CoroutineManager.DeltaTime * 0.1f);
sub.ApplyForce((Vector2.Normalize(diff) * targetSpeed - sub.Velocity) * 500.0f);
if (diff != Vector2.Zero)
{
sub.ApplyForce((Vector2.Normalize(diff) * targetSpeed - sub.Velocity) * 500.0f);
}
timer += CoroutineManager.DeltaTime;