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
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@@ -9,7 +9,7 @@ namespace Barotrauma
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{
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enum MapEntityCategory
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{
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Structure, Machine, Item, Electrical, Equipment, Material
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Structure, Machine, Equipment, Electrical, Material, Misc
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}
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class MapEntityPrefab
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@@ -55,6 +55,7 @@ namespace Barotrauma
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public string Name
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{
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get { return name; }
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set { name = value; }
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}
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public static Vector2 LastPickedPosition
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@@ -36,6 +36,7 @@ namespace Barotrauma
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private IEnumerable<object> UpdateTransitionCinematic(Submarine sub, Camera cam, Vector2 targetPos)
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{
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Character.Controlled = null;
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cam.TargetPos = Vector2.Zero;
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GameMain.LightManager.LosEnabled = false;
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Vector2 diff = targetPos - sub.Position;
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@@ -50,15 +51,19 @@ namespace Barotrauma
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while (timer < duration)
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{
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Vector2 cameraPos = sub.Position;
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cameraPos.Y = ConvertUnits.ToDisplayUnits(Level.Loaded.ShaftBodies[0].Position.Y) - cam.WorldView.Height/2.0f;
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cam.Zoom = Math.Max(0.2f, cam.Zoom - CoroutineManager.DeltaTime * 0.1f);
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Vector2 cameraPos = sub.Position + Submarine.HiddenSubPosition;
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cameraPos.Y = Math.Min(cameraPos.Y, ConvertUnits.ToDisplayUnits(Level.Loaded.ShaftBodies[0].Position.Y) - cam.WorldView.Height/2.0f);
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GUI.ScreenOverlayColor = Color.Lerp(Color.TransparentBlack, Color.Black, timer/duration);
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cam.Translate((cameraPos - cam.Position) * CoroutineManager.DeltaTime*10.0f);
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cam.Zoom = Math.Max(0.2f, cam.Zoom - CoroutineManager.DeltaTime * 0.1f);
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sub.ApplyForce((Vector2.Normalize(diff) * targetSpeed - sub.Velocity) * 500.0f);
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if (diff != Vector2.Zero)
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{
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sub.ApplyForce((Vector2.Normalize(diff) * targetSpeed - sub.Velocity) * 500.0f);
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}
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timer += CoroutineManager.DeltaTime;
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