Fixed password box not working, connecting powered items with multiple parallel wires works, velocity/depth indicators on nav, stuff
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@@ -317,7 +317,8 @@ namespace Barotrauma.Items.Components
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)markerPos.X, (int)markerPos.Y, 5, 5), Color.LightGreen);
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spriteBatch.DrawString(GUI.SmallFont, label, new Vector2(markerPos.X + 10, markerPos.Y), Color.LightGreen);
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spriteBatch.DrawString(GUI.SmallFont, (int)(dist / 80.0f) + " m", new Vector2(markerPos.X + 10, markerPos.Y + 15), Color.LightGreen);
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spriteBatch.DrawString(GUI.SmallFont, (int)(dist * Physics.DisplayToRealWorldRatio) + " m",
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new Vector2(markerPos.X + 10, markerPos.Y + 15), Color.LightGreen);
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}
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public override bool FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetBuffer message)
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@@ -164,7 +164,22 @@ namespace Barotrauma.Items.Components
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Rectangle velRect = new Rectangle(x + 20, y + 20, width - 40, height - 40);
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//GUI.DrawRectangle(spriteBatch, velRect, Color.White, false);
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if (Submarine.Loaded != null && Level.Loaded != null)
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{
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Vector2 realWorldVelocity = ConvertUnits.ToDisplayUnits(Submarine.Loaded.Velocity * Physics.DisplayToRealWorldRatio) * 3.6f;
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float realWorldDepth = (Submarine.Loaded.Position.Y - Level.Loaded.Size.Y) *Physics.DisplayToRealWorldRatio;
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GUI.DrawString(spriteBatch, new Vector2(x + 20, y + height - 65),
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"Velocity: " + (int)realWorldVelocity.X + " km/h", Color.LightGreen, null, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(x + 20, y + height - 50),
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"Descent velocity: " + -(int)realWorldVelocity.Y + " km/h", Color.LightGreen, null, 0, GUI.SmallFont);
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GUI.DrawString(spriteBatch, new Vector2(x + 20, y + height - 30),
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"Depth: " + (int)realWorldDepth + " m", Color.LightGreen, null, 0, GUI.SmallFont);
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}
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GUI.DrawLine(spriteBatch,
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new Vector2(velRect.Center.X,velRect.Center.Y),
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new Vector2(velRect.Center.X + currVelocity.X, velRect.Center.Y - currVelocity.Y),
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@@ -4,6 +4,7 @@ using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Globalization;
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using System.Linq;
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namespace Barotrauma.Items.Components
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{
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@@ -105,13 +106,19 @@ namespace Barotrauma.Items.Components
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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List<Connection> alreadyChecked = new List<Connection>();
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List<Connection> connections = item.Connections;
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if (connections == null) return;
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foreach (Connection c in connections)
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{
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if (!c.IsPower) continue;
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foreach (Connection recipient in c.Recipients)
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var recipients = c.Recipients;
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foreach (Connection recipient in recipients)
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{
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if (recipient == null || !c.IsPower) continue;
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@@ -123,6 +130,8 @@ namespace Barotrauma.Items.Components
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Powered powered = it.GetComponent<Powered>();
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if (powered == null) continue;
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if (connectedList.Contains(powered)) continue;
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PowerTransfer powerTransfer = powered as PowerTransfer;
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PowerContainer powerContainer = powered as PowerContainer;
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if (powerTransfer != null)
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@@ -140,6 +149,8 @@ namespace Barotrauma.Items.Components
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{
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fullPower += powerContainer.CurrPowerOutput;
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}
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alreadyChecked.Add(recipient);
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}
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else
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{
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@@ -174,7 +174,7 @@ namespace Barotrauma.Items.Components
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var otherConnection = c.Wires[i].OtherConnection(c);
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Networking.GameServer.Log(
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item.Name+" ("+ c.Name + ") -> " +
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otherConnection.Item.Name+" ("+(otherConnection == null ? "none" : otherConnection.Name)+")", Color.Orange);
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(otherConnection == null ? "none" : otherConnection.Item.Name+" ("+(otherConnection.Name)+")"), Color.Orange);
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}
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c.UpdateRecipients();
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}
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