GUIStyle improvements & some simple UI graphics, networking bugfixes, separate Random class, some StyleCop cleanup
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@@ -46,28 +46,28 @@ namespace Subsurface
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GUIpanel = new GUIFrame(new Rectangle(0, 0, 300, Game1.GraphicsHeight), Color.DarkGray * 0.8f);
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GUIpanel.Padding = new Vector4(10.0f, 10.0f, 10.0f, 10.0f);
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physicsButton = new GUIButton(new Rectangle(0, 50, 200, 25), "Physics", Color.White, GUIpanel);
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physicsButton = new GUIButton(new Rectangle(0, 50, 200, 25), "Physics", Alignment.Left, GUI.style, GUIpanel);
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physicsButton.OnClicked += TogglePhysics;
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new GUITextBlock(new Rectangle(0, 80, 0, 25), "Limbs:", Color.Transparent, Color.Black, Alignment.Left, GUIpanel);
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limbList = new GUIListBox(new Rectangle(0, 110, 0, 250), Color.White * 0.7f, GUIpanel);
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new GUITextBlock(new Rectangle(0, 80, 0, 25), "Limbs:", Color.Transparent, Color.Black, Alignment.Left, null, GUIpanel);
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limbList = new GUIListBox(new Rectangle(0, 110, 0, 250), Color.White * 0.7f, GUI.style, GUIpanel);
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limbList.OnSelected = SelectLimb;
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new GUITextBlock(new Rectangle(0, 360, 0, 25), "Joints:", Color.Transparent, Color.Black, Alignment.Left, GUIpanel);
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jointList = new GUIListBox(new Rectangle(0, 390, 0, 250), Color.White * 0.7f, GUIpanel);
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new GUITextBlock(new Rectangle(0, 360, 0, 25), "Joints:", Color.Transparent, Color.Black, Alignment.Left, null, GUIpanel);
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jointList = new GUIListBox(new Rectangle(0, 390, 0, 250), Color.White * 0.7f, GUI.style, GUIpanel);
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while (Character.characterList.Count > 1)
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while (Character.CharacterList.Count > 1)
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{
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Character.characterList.First().Remove();
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Character.CharacterList.First().Remove();
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}
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if (Character.characterList.Count == 1)
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if (Character.CharacterList.Count == 1)
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{
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if (editingCharacter != Character.characterList[0]) UpdateLimbLists(Character.characterList[0]);
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editingCharacter = Character.characterList[0];
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if (editingCharacter != Character.CharacterList[0]) UpdateLimbLists(Character.CharacterList[0]);
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editingCharacter = Character.CharacterList[0];
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Vector2 camPos = editingCharacter.animController.limbs[0].body.Position;
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Vector2 camPos = editingCharacter.AnimController.limbs[0].body.Position;
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camPos = ConvertUnits.ToDisplayUnits(camPos);
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camPos.Y = -camPos.Y;
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cam.TargetPos = camPos;
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@@ -84,7 +84,7 @@ namespace Subsurface
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textures = new List<Texture2D>();
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texturePaths = new List<string>();
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foreach (Limb limb in editingCharacter.animController.limbs)
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foreach (Limb limb in editingCharacter.AnimController.limbs)
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{
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if (texturePaths.Contains(limb.sprite.FilePath)) continue;
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textures.Add(limb.sprite.Texture);
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@@ -113,7 +113,7 @@ namespace Subsurface
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Ragdoll.UpdateAll((float)Physics.step);
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Game1.world.Step((float)Physics.step);
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Game1.World.Step((float)Physics.step);
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Physics.accumulator -= Physics.step;
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}
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@@ -173,7 +173,7 @@ namespace Subsurface
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x = Game1.GraphicsWidth - textures[i].Width;
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spriteBatch.Draw(textures[i], new Vector2(x, y), Color.White);
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foreach (Limb limb in editingCharacter.animController.limbs)
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foreach (Limb limb in editingCharacter.AnimController.limbs)
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{
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if (limb.sprite.FilePath != texturePaths[i]) continue;
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Rectangle rect = limb.sprite.SourceRect;
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@@ -220,21 +220,21 @@ namespace Subsurface
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private void UpdateLimbLists(Character character)
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{
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limbList.ClearChildren();
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foreach (Limb limb in character.animController.limbs)
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foreach (Limb limb in character.AnimController.limbs)
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{
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GUITextBlock textBlock = new GUITextBlock(
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new Rectangle(0,0,0,25),
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limb.type.ToString(),
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Color.Transparent,
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Color.Black,
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Alignment.Left,
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Alignment.Left, null,
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limbList);
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textBlock.Padding = new Vector4(10.0f, 0.0f, 0.0f, 0.0f);
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textBlock.UserData = limb;
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}
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jointList.ClearChildren();
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foreach (RevoluteJoint joint in character.animController.limbJoints)
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foreach (RevoluteJoint joint in character.AnimController.limbJoints)
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{
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Limb limb1 = (Limb)(joint.BodyA.UserData);
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Limb limb2 = (Limb)(joint.BodyB.UserData);
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@@ -244,7 +244,7 @@ namespace Subsurface
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limb1.type.ToString() + " - " + limb2.type.ToString(),
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Color.Transparent,
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Color.Black,
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Alignment.Left,
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Alignment.Left, null,
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jointList);
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textBlock.Padding = new Vector4(10.0f, 0.0f, 0.0f, 0.0f);
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textBlock.UserData = joint;
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@@ -253,7 +253,7 @@ namespace Subsurface
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private void DrawJoints(SpriteBatch spriteBatch, Limb limb, Vector2 limbBodyPos)
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{
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foreach (var joint in editingCharacter.animController.limbJoints)
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foreach (var joint in editingCharacter.AnimController.limbJoints)
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{
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Vector2 jointPos = Vector2.Zero;
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@@ -297,7 +297,7 @@ namespace Subsurface
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editingLimb = (Limb)selection;
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limbPanel = new GUIFrame(new Rectangle(300, 0, 500, 100), Color.Gray*0.8f);
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limbPanel.Padding = new Vector4(10.0f,10.0f,10.0f,10.0f);
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new GUITextBlock(new Rectangle(0, 0, 200, 25), editingLimb.type.ToString(), Color.Transparent, Color.Black, Alignment.Left, limbPanel);
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new GUITextBlock(new Rectangle(0, 0, 200, 25), editingLimb.type.ToString(), Color.Transparent, Color.Black, Alignment.Left, null, limbPanel);
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//spriteOrigin = new GUITextBlock(new Rectangle(0, 25, 200, 25), "Sprite origin: ", Color.White, Color.Black, Alignment.Left, limbPanel);
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