(f7209b813) Draw the sprites of the entities that are being dragged in the sub editor (instead of just a red rectangle).

This commit is contained in:
Joonas Rikkonen
2019-03-28 12:35:57 +02:00
parent 13870a31c4
commit d7526934e6
3 changed files with 7 additions and 3 deletions

View File

@@ -232,11 +232,11 @@ namespace Barotrauma
{
if (!ResizeHorizontal && !ResizeVertical)
{
sprite.Draw(spriteBatch, new Vector2(placeRect.Center.X, -(placeRect.Y - placeRect.Height / 2)), SpriteColor, scale: Scale * scale);
sprite.Draw(spriteBatch, new Vector2(placeRect.Center.X, -(placeRect.Y - placeRect.Height / 2)), SpriteColor * 0.8f, scale: Scale * scale);
}
else
{
if (sprite != null) sprite.DrawTiled(spriteBatch, new Vector2(placeRect.X, -placeRect.Y), placeRect.Size.ToVector2(), null, SpriteColor);
if (sprite != null) sprite.DrawTiled(spriteBatch, new Vector2(placeRect.X, -placeRect.Y), placeRect.Size.ToVector2(), null, SpriteColor * 0.8f);
}
}
}

View File

@@ -503,10 +503,14 @@ namespace Barotrauma
if (Math.Abs(moveAmount.X) >= Submarine.GridSize.X || Math.Abs(moveAmount.Y) >= Submarine.GridSize.Y)
{
foreach (MapEntity e in selectedList)
{
e.prefab.DrawPlacing(spriteBatch,
new Rectangle(e.WorldRect.Location + new Point((int)moveAmount.X, (int)-moveAmount.Y), e.WorldRect.Size));
GUI.DrawRectangle(spriteBatch,
new Vector2(e.WorldRect.X, -e.WorldRect.Y) + moveAmount,
new Vector2(e.rect.Width, e.rect.Height),
Color.DarkRed, false, 0, (int)Math.Max(1.5f / GameScreen.Selected.Cam.Zoom, 1.0f));
}
//stop dragging the "selection rectangle"
selectionPos = Vector2.Zero;

View File

@@ -35,7 +35,7 @@ namespace Barotrauma
public override void DrawPlacing(SpriteBatch spriteBatch, Rectangle placeRect, float scale = 1.0f)
{
// TODO: the scale property is not used
sprite.DrawTiled(spriteBatch, new Vector2(placeRect.X, -placeRect.Y), new Vector2(placeRect.Width, placeRect.Height), textureScale: TextureScale * Scale);
sprite.DrawTiled(spriteBatch, new Vector2(placeRect.X, -placeRect.Y), new Vector2(placeRect.Width, placeRect.Height), color: Color.White * 0.8f, textureScale: TextureScale * Scale);
}
}
}