v0.3.3.1: fixed the inventories of selected players going behind the chatbox, fixed clients sending deselect messages for characters other than their own, using keybinds when moving the camera
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@@ -166,10 +166,10 @@ namespace Barotrauma
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if (PlayerInput.KeyDown(Keys.LeftShift)) moveSpeed *= 2.0f;
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if (PlayerInput.KeyDown(Keys.LeftControl)) moveSpeed *= 0.5f;
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if (PlayerInput.KeyDown(Keys.A)) moveCam.X -= moveSpeed;
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if (PlayerInput.KeyDown(Keys.D)) moveCam.X += moveSpeed;
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if (PlayerInput.KeyDown(Keys.S)) moveCam.Y -= moveSpeed;
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if (PlayerInput.KeyDown(Keys.W)) moveCam.Y += moveSpeed;
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if (GameMain.Config.KeyBind(InputType.Left).IsDown()) moveCam.X -= moveSpeed;
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if (GameMain.Config.KeyBind(InputType.Right).IsDown()) moveCam.X += moveSpeed;
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if (GameMain.Config.KeyBind(InputType.Down).IsDown()) moveCam.Y -= moveSpeed;
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if (GameMain.Config.KeyBind(InputType.Up).IsDown()) moveCam.Y += moveSpeed;
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}
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if (Submarine.Loaded!=null && Screen.Selected == GameMain.GameScreen)
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@@ -671,9 +671,9 @@ namespace Barotrauma
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if (selectedCharacter!=null)
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{
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if (Vector2.Distance(selectedCharacter.SimPosition, SimPosition) > 2.0f || !selectedCharacter.CanBeSelected)
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if (Vector2.Distance(selectedCharacter.SimPosition, SimPosition) > 3.0f || !selectedCharacter.CanBeSelected)
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{
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DeselectCharacter();
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DeselectCharacter(controlled == this);
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}
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}
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@@ -905,7 +905,7 @@ namespace Barotrauma
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{
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if (selectedCharacter != null)
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{
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DeselectCharacter();
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DeselectCharacter(controlled == this);
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}
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else if (closestCharacter != null && closestCharacter.IsHumanoid && closestCharacter.CanBeSelected)
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{
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@@ -915,7 +915,7 @@ namespace Barotrauma
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}
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else
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{
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if (selectedCharacter != null) DeselectCharacter();
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if (selectedCharacter != null) DeselectCharacter(controlled==this);
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selectedConstruction = null;
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closestItem = null;
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closestCharacter = null;
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@@ -60,9 +60,7 @@ namespace Barotrauma
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if (character.SelectedCharacter != null && character.SelectedCharacter.Inventory!=null)
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{
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character.SelectedCharacter.Inventory.DrawOwn(spriteBatch, new Vector2(GameMain.GraphicsWidth - 310, 0.0f));
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//if (Vector2.Distance(selectedCharacter.SimPosition, SimPosition) > 2.0f) selectedCharacter = null;
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character.SelectedCharacter.Inventory.DrawOwn(spriteBatch, new Vector2(320.0f, 0.0f));
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}
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if (character.ClosestCharacter != null && character.ClosestCharacter.CanBeSelected)
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@@ -74,9 +72,6 @@ namespace Barotrauma
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textPos -= new Vector2(GUI.Font.MeasureString(character.ClosestCharacter.Info.Name).X / 2, 20);
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GUI.DrawString(spriteBatch, textPos, character.ClosestCharacter.Info.Name, Color.Orange, Color.Black, 2);
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//spriteBatch.DrawString(GUI.Font, character.ClosestCharacter.Info.Name, textPos, Color.Black);
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//spriteBatch.DrawString(GUI.Font, character.ClosestCharacter.Info.Name, textPos + new Vector2(1, -1), Color.Orange);
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}
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else if (character.SelectedCharacter == null && character.ClosestItem != null && character.SelectedConstruction == null)
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{
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@@ -86,9 +81,6 @@ namespace Barotrauma
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Vector2 textPos = startPos;
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textPos -= new Vector2(GUI.Font.MeasureString(character.ClosestItem.Name).X / 2, 20);
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//spriteBatch.DrawString(GUI.Font, character.ClosestItem.Prefab.Name, textPos, Color.Black);
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//GUI.DrawRectangle(spriteBatch, textPos-Vector2.One*2.0f, textSize+Vector2.One*4.0f, Color.Black * 0.7f, true);
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//spriteBatch.DrawString(GUI.Font, character.ClosestItem.Prefab.Name, textPos, Color.Orange);
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GUI.DrawString(spriteBatch, textPos, character.ClosestItem.Name, Color.Orange, Color.Black * 0.7f, 2);
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@@ -99,21 +91,10 @@ namespace Barotrauma
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textPos.X = startPos.X - GUI.Font.MeasureString(coloredText.Text).X / 2;
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GUI.DrawString(spriteBatch, textPos, coloredText.Text, coloredText.Color, Color.Black*0.7f, 2);
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//spriteBatch.DrawString(GUI.Font, coloredText.Text, textPos, Color.Black);
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//GUI.DrawRectangle(spriteBatch, textPos - Vector2.One * 2.0f, textSize + Vector2.One * 4.0f, Color.Black * 0.7f, true);
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//spriteBatch.DrawString(GUI.Font, coloredText.Text, textPos, coloredText.Color);
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textPos.Y += 25;
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}
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}
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//Vector2 offset = Rand.Vector(noise.size.X);
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//offset.X = Math.Abs(offset.X);
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//offset.Y = Math.Abs(offset.Y);
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//noise.DrawTiled(spriteBatch, Vector2.Zero - offset, new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight) + offset,
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// Vector2.Zero,
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// Color.White * 0.1f);
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if (character.Oxygen < 50.0f && !character.IsDead)
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{
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@@ -124,11 +105,6 @@ namespace Barotrauma
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noiseOverlay.DrawTiled(spriteBatch, Vector2.Zero - offset, new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight) + offset,
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Vector2.Zero,
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Color.White * ((50.0f - character.Oxygen) / 50.0f));
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//spriteBatch.Draw(noise.Texture,
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// new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
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// new Rectangle(Rand.Int(GameMain.GraphicsWidth), Rand.Int(GameMain.GraphicsHeight), (int)noise.size.X, (int)noise.size.Y),
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// Color.White * ((100.0f - character.Oxygen) / 100.0f));
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}
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if (damageOverlayTimer>0.0f)
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@@ -120,9 +120,7 @@ namespace Barotrauma
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{
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level.Generate();
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Vector2 subOffsetFromCenter = new Vector2(Submarine.Borders.Center.X, Submarine.Borders.Y - Submarine.Borders.Height / 2);
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submarine.SetPosition(level.StartPosition - subOffsetFromCenter - new Vector2(0.0f, 2000.0f));
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submarine.SetPosition(level.StartPosition - new Vector2(0.0f, 2000.0f));
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GameMain.GameScreen.BackgroundCreatureManager.SpawnSprites(80);
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}
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@@ -105,6 +105,11 @@ namespace Barotrauma.Networking
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get { return inGameHUD; }
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}
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public GUIListBox ChatBox
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{
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get { return chatBox; }
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}
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public NetworkMember()
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{
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inGameHUD = new GUIFrame(new Rectangle(0,0,0,0), null, null);
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