(714944a46) - Item triggers can be used to define areas that cause the item to be highlighted, not just areas that the player has to be inside to interact with the item. - Triggers take item scale into account. - Added triggers around the integrated buttons in the new hatch/window variants (-> fixes hatches not being highlighted by putting the cursor on the button when there's a ladder next to the player).
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@@ -132,14 +132,16 @@ namespace Barotrauma
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//default size
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protected Vector2 size;
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private float impactTolerance;
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private List<XElement> fabricationRecipeElements = new List<XElement>();
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private bool canSpriteFlipX, canSpriteFlipY;
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private Dictionary<string, PriceInfo> prices;
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//an area next to the construction
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//the construction can be Activated() by a Character inside the area
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/// <summary>
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/// Defines areas where the item can be interacted with. If RequireBodyInsideTrigger is set to true, the character
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/// has to be within the trigger to interact. If it's set to false, having the cursor within the trigger is enough.
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/// </summary>
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public List<Rectangle> Triggers;
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private List<XElement> fabricationRecipeElements = new List<XElement>();
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@@ -196,6 +198,15 @@ namespace Barotrauma
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private set;
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}
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//if true and the item has trigger areas defined, characters need to be within the trigger to interact with the item
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//if false, trigger areas define areas that can be used to highlight the item
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[Serialize(true, false)]
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public bool RequireBodyInsideTrigger
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{
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get;
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private set;
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}
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//should the camera focus on the item when selected
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[Serialize(false, false)]
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