- item sprites visible in fabricator menu
- deth charge rotation fix - sonar tweaking (ruin walls look slightly different from cave walls) - connector sprite positioning fix - repairtool is active when in use
This commit is contained in:
@@ -11,7 +11,7 @@
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<Sprite texture ="railgunetc.png" depth="0.01" sourcerect="64,180,47,76"/>
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<Turret canbeselected = "true" linkable="true" barrelpos="23, 76"
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rotationlimits="90,90"
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rotationlimits="270,270"
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powerconsumption="0.0"/>
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<ConnectionPanel selectkey="Action" canbeselected = "true" msg="Rewire [Screwdriver]">
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@@ -28,7 +28,7 @@
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<Sprite texture="railgunetc.png" depth="0.8" sourcerect="0,160,61,96"/>
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<ItemContainer hideitems="false" drawinventory="true" capacity="1" itempos="30,-55" iteminterval="26,0" itemrotation="0" canbeselected = "true">
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<ItemContainer hideitems="false" drawinventory="true" capacity="1" itempos="30,-55" iteminterval="26,0" itemrotation="-90" canbeselected = "true">
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<Containable name="Depth Charge Shell"/>
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<Containable name="Nuclear Depth Charge"/>
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</ItemContainer>
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@@ -45,9 +45,9 @@
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<Item name="Steel Bar"/>
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</Deconstruct>
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<Sprite texture="railgunetc.png" sourcerect="113,188,47,68" depth ="0.5"/>
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<Sprite texture="railgunetc.png" sourcerect="114,210,68,47" depth ="0.5"/>
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<Body width="47" height="68" density="30"/>
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<Body width="68" height="47" density="30"/>
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<Holdable slots="RightHand+LeftHand" holdpos="0,-50" handle1="-10,20" handle2="10,20" aimable="false"/>
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@@ -74,9 +74,9 @@
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<Item name="Uranium Bar"/>
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</Deconstruct>
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<Sprite texture="railgunetc.png" sourcerect="163,188,46,68" depth="0.5"/>
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<Sprite texture="railgunetc.png" sourcerect="187,210,68,47" depth="0.5"/>
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<Body width="47" height="68" density="30"/>
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<Body width="68" height="47" density="30"/>
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<Holdable slots="RightHand+LeftHand" holdpos="0,-50" handle1="-10,20" handle2="10,20" aimable="false"/>
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Binary file not shown.
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Before Width: | Height: | Size: 58 KiB After Width: | Height: | Size: 58 KiB |
@@ -20,6 +20,8 @@ namespace Barotrauma.Items.Components
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private string particles;
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private float activeTimer;
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[HasDefaultValue(0.0f, false)]
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public float Range
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{
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@@ -92,11 +94,11 @@ namespace Barotrauma.Items.Components
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}
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}
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//public override void Update(float deltaTime, Camera cam)
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//{
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// base.Update(deltaTime, cam);
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//}
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public override void Update(float deltaTime, Camera cam)
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{
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activeTimer -= deltaTime;
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if (activeTimer <= 0.0f) IsActive = false;
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}
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public override bool Use(float deltaTime, Character character = null)
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{
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@@ -127,6 +129,9 @@ namespace Barotrauma.Items.Components
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ignoredBodies.Add(limb.body.FarseerBody);
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}
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IsActive = true;
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activeTimer = 0.1f;
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for (int n = 0; n < 2; n++)
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{
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@@ -114,12 +114,9 @@ namespace Barotrauma.Items.Components
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foreach (FabricableItem fi in fabricableItems)
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{
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Color color = ((itemList.CountChildren % 2) == 0) ? Color.Transparent : Color.Black*0.3f;
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new GUITextBlock(
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new Rectangle(0, 0, 0, 25), fi.TargetItem.Name,
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color, Color.White,
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Alignment.Left, Alignment.Left, null, itemList)
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Color color = ((itemList.CountChildren % 2) == 0) ? Color.Transparent : Color.Black * 0.3f;
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GUIFrame frame = new GUIFrame(new Rectangle(0, 0, 0, 50), Color.Transparent, null, itemList)
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{
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UserData = fi,
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Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f),
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@@ -128,6 +125,21 @@ namespace Barotrauma.Items.Components
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ToolTip = fi.TargetItem.Description
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};
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GUITextBlock textBlock = new GUITextBlock(
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new Rectangle(40, 0, 0, 25),
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fi.TargetItem.Name,
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Color.Transparent, Color.White,
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Alignment.Left, Alignment.Left,
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null, frame);
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textBlock.Padding = new Vector4(5.0f, 0.0f, 5.0f, 0.0f);
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if (fi.TargetItem.sprite != null)
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{
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GUIImage img = new GUIImage(new Rectangle(0, 0, 40, 40), fi.TargetItem.sprite, Alignment.Left, frame);
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img.Scale = Math.Min(Math.Min(40.0f / img.SourceRect.Width, 40.0f / img.SourceRect.Height), 1.0f);
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img.Color = fi.TargetItem.SpriteColor;
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}
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}
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}
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@@ -141,7 +141,7 @@ namespace Barotrauma.Items.Components
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CreateBlipsForLine(
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start + Submarine.Loaded.WorldPosition,
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end + Submarine.Loaded.WorldPosition,
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radius, displayScale, 2.0f);
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radius, displayScale, 200.0f, 2.0f);
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}
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}
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@@ -170,7 +170,7 @@ namespace Barotrauma.Items.Components
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CreateBlipsForLine(
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new Vector2(item.WorldPosition.X - range, Level.Loaded.Size.Y),
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new Vector2(item.WorldPosition.X + range, Level.Loaded.Size.Y),
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radius, displayScale, 1.0f);
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radius, displayScale, 300.0f, 1.0f);
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}
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List<VoronoiCell> cells = Level.Loaded.GetCells(item.WorldPosition, 7);
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@@ -179,14 +179,14 @@ namespace Barotrauma.Items.Components
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foreach (GraphEdge edge in cell.edges)
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{
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if (!edge.isSolid) continue;
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float cellDot = Vector2.Dot(cell.Center - item.WorldPosition, (edge.Center+cell.Translation) - cell.Center);
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float cellDot = Vector2.Dot(cell.Center - item.WorldPosition, (edge.Center + cell.Translation) - cell.Center);
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if (cellDot > 0) continue;
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float facingDot = Vector2.Dot(
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Vector2.Normalize(edge.point1 - edge.point2),
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Vector2.Normalize(cell.Center-item.WorldPosition));
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Vector2.Normalize(edge.point1 - edge.point2),
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Vector2.Normalize(cell.Center - item.WorldPosition));
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CreateBlipsForLine(edge.point1 + cell.Translation, edge.point2+cell.Translation, radius, displayScale, 3.0f * (Math.Abs(facingDot) + 1.0f));
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CreateBlipsForLine(edge.point1 + cell.Translation, edge.point2 + cell.Translation, radius, displayScale, 350.0f, 3.0f * (Math.Abs(facingDot) + 1.0f));
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}
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}
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@@ -204,7 +204,7 @@ namespace Barotrauma.Items.Components
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Vector2.Normalize((wall.A+wall.B)/2.0f - ruinShape.Center));
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if (cellDot > 0) continue;
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CreateBlipsForLine(wall.A, wall.B, radius, displayScale, -cellDot*5.0f);
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CreateBlipsForLine(wall.A, wall.B, radius, displayScale, 100.0f, 1000.0f);
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}
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}
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}
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@@ -295,7 +295,7 @@ namespace Barotrauma.Items.Components
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}
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}
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private void CreateBlipsForLine(Vector2 point1, Vector2 point2, float radius, float displayScale, float step)
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private void CreateBlipsForLine(Vector2 point1, Vector2 point2, float radius, float displayScale, float lineStep, float zStep)
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{
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float pingRadius = radius * pingState;
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@@ -303,7 +303,7 @@ namespace Barotrauma.Items.Components
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Vector2 lineDir = (point2 - point1) / length;
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for (float x = 0; x < length; x += Rand.Range(300.0f, 400.0f))
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for (float x = 0; x < length; x += lineStep*Rand.Range(0.8f,1.2f))
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{
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Vector2 point = point1 + lineDir * x;
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//point += cell.Translation;
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@@ -316,7 +316,7 @@ namespace Barotrauma.Items.Components
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//float step = 3.0f * (Math.Abs(facingDot) + 1.0f);
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float alpha = Rand.Range(1.5f, 2.0f);
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for (float z = 0; z < radius - pointDist; z += step)
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for (float z = 0; z < radius - pointDist; z += zStep)
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{
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var blip = new RadarBlip(
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@@ -324,7 +324,7 @@ namespace Barotrauma.Items.Components
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alpha);
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radarBlips.Add(blip);
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step += 0.5f;
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zStep += 0.5f;
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alpha -= (z == 0) ? 0.5f : 0.1f;
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}
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@@ -409,6 +409,8 @@ namespace Barotrauma.Items.Components
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SpriteEffects.None,
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0.0f);
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connector.Draw(spriteBatch, end, Color.White, new Vector2(10.0f, 10.0f), MathUtils.VectorToAngle(end - start)+MathHelper.PiOver2);
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if (draggingConnected == null && !wireEquipped)
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{
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if (mouseOn)
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@@ -131,6 +131,8 @@ namespace Barotrauma.Items.Components
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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if (minRotation == maxRotation) return;
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float targetMidDiff = MathHelper.WrapAngle(targetRotation - (minRotation + maxRotation) / 2.0f);
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float maxDist = (maxRotation - minRotation) / 2.0f;
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@@ -184,6 +186,7 @@ namespace Barotrauma.Items.Components
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Item projectile = projectiles[0].Item;
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projectile.Drop();
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projectile.body.Dir = 1.0f;
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projectile.body.ResetDynamics();
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projectile.body.Enabled = true;
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@@ -224,7 +224,7 @@ namespace Barotrauma
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public static void Draw(SpriteBatch spriteBatch, bool editing = false)
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{
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for (int i = 0; i < MapEntity.mapEntityList.Count(); i++ )
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for (int i = 0; i < MapEntity.mapEntityList.Count; i++ )
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{
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MapEntity.mapEntityList[i].Draw(spriteBatch, editing);
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}
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@@ -232,7 +232,7 @@ namespace Barotrauma
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public static void DrawFront(SpriteBatch spriteBatch, bool editing = false)
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{
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for (int i = 0; i < MapEntity.mapEntityList.Count(); i++)
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for (int i = 0; i < MapEntity.mapEntityList.Count; i++)
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{
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if (MapEntity.mapEntityList[i].Sprite == null || MapEntity.mapEntityList[i].Sprite.Depth < 0.5f)
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MapEntity.mapEntityList[i].Draw(spriteBatch, editing, false);
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@@ -241,7 +241,7 @@ namespace Barotrauma
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public static void DrawBack(SpriteBatch spriteBatch, bool editing = false)
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{
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for (int i = 0; i < MapEntity.mapEntityList.Count(); i++)
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for (int i = 0; i < MapEntity.mapEntityList.Count; i++)
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{
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if (MapEntity.mapEntityList[i].Sprite == null || MapEntity.mapEntityList[i].Sprite.Depth >= 0.5f)
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MapEntity.mapEntityList[i].Draw(spriteBatch, editing, true);
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@@ -608,7 +608,6 @@ namespace Barotrauma
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foreach (string path in filePaths)
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{
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//Map savedMap = new Map(mapPath);
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SavedSubmarines.Add(new Submarine(path));
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}
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