Some more hard-coded text removal
This commit is contained in:
@@ -55,7 +55,7 @@ namespace Barotrauma
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frame = new GUIFrame(Rectangle.Empty, Color.Black * 0.6f, null);
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frame.Padding = new Vector4(200.0f, 100.0f, 200.0f, 100.0f);
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GUIButton closeButton = new GUIButton(new Rectangle(0, 50, 100, 20), "Close", Alignment.BottomCenter, "", frame);
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GUIButton closeButton = new GUIButton(new Rectangle(0, 50, 100, 20), TextManager.Get("Close"), Alignment.BottomCenter, "", frame);
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closeButton.OnClicked = (GUIButton button, object userData) =>
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{
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ToggleGUIFrame();
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@@ -182,10 +182,10 @@ namespace Barotrauma
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partial void KillProjSpecific()
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{
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if (GameMain.NetworkMember != null && Character.controlled == this)
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if (GameMain.NetworkMember != null && controlled == this)
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{
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string chatMessage = TextManager.Get("Self_CauseOfDeathDescription." + causeOfDeath.ToString());
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if (GameMain.Client != null) chatMessage += " Your chat messages will only be visible to other dead players.";
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if (GameMain.Client != null) chatMessage += " " + TextManager.Get("DeathChatNotification");
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GameMain.NetworkMember.AddChatMessage(chatMessage, ChatMessageType.Dead);
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GameMain.LightManager.LosEnabled = false;
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@@ -290,11 +290,11 @@ namespace Barotrauma
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}
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if (this == controlled) return;
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if (nameVisible && info != null)
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{
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string name = Info.DisplayName;
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if (controlled == null && name != Info.Name) name += " (Disguised)";
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if (controlled == null && name != Info.Name) name += " " + TextManager.Get("Disguised");
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Vector2 namePos = new Vector2(pos.X, pos.Y - 110.0f - (5.0f / cam.Zoom)) - GUI.Font.MeasureString(Info.Name) * 0.5f / cam.Zoom;
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Vector2 screenSize = new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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@@ -18,7 +18,7 @@ namespace Barotrauma
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var descriptionBlock = new GUITextBlock(new Rectangle(0, 40, 0, 0), Description, "", Alignment.TopLeft, Alignment.TopLeft, frame, true, GUI.SmallFont);
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new GUITextBlock(new Rectangle(0, 40 + descriptionBlock.Rect.Height + 20, 100, 20), "Skills: ", "", Alignment.TopLeft, Alignment.TopLeft, frame, false, GUI.LargeFont);
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new GUITextBlock(new Rectangle(0, 40 + descriptionBlock.Rect.Height + 20, 100, 20), TextManager.Get("Skills") + ": ", "", Alignment.TopLeft, Alignment.TopLeft, frame, false, GUI.LargeFont);
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int y = 40 + descriptionBlock.Rect.Height + 50;
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foreach (SkillPrefab skill in Skills)
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@@ -36,7 +36,7 @@ namespace Barotrauma
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y += 20;
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}
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new GUITextBlock(new Rectangle(250, 40 + descriptionBlock.Rect.Height + 20, 0, 20), "Items: ", "", Alignment.TopLeft, Alignment.TopLeft, frame, false, GUI.LargeFont);
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new GUITextBlock(new Rectangle(250, 40 + descriptionBlock.Rect.Height + 20, 0, 20), TextManager.Get("Items") + ": ", "", Alignment.TopLeft, Alignment.TopLeft, frame, false, GUI.LargeFont);
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y = 40 + descriptionBlock.Rect.Height + 50;
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foreach (string itemName in ItemNames)
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@@ -11,7 +11,7 @@ namespace Barotrauma
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string header = index < headers.Count ? headers[index] : "";
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string message = index < messages.Count ? messages[index] : "";
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GameServer.Log("Mission info: " + header + " - " + message, ServerLog.MessageType.ServerMessage);
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GameServer.Log(TextManager.Get("MissionInfo") + ": " + header + " - " + message, ServerLog.MessageType.ServerMessage);
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new GUIMessageBox(header, message);
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}
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@@ -9,7 +9,7 @@
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var missionMsg = new GUIMessageBox(mission.Name, mission.Description, 400, 400);
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missionMsg.UserData = "missionstartmessage";
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Networking.GameServer.Log("Mission: " + mission.Name, Networking.ServerLog.MessageType.ServerMessage);
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Networking.GameServer.Log(TextManager.Get("Mission") + ": " + mission.Name, Networking.ServerLog.MessageType.ServerMessage);
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Networking.GameServer.Log(mission.Description, Networking.ServerLog.MessageType.ServerMessage);
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}
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}
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@@ -155,24 +155,24 @@ namespace Barotrauma
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string loadText = "";
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if (loadState == 100.0f)
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{
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loadText = "Press any key to continue";
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loadText = TextManager.Get("PressAnyKey");
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}
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else
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{
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loadText = "Loading... ";
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if (loadState!=null)
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loadText = TextManager.Get("Loading");
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if (loadState != null)
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{
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loadText += (int)loadState + " %";
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loadText += " " + (int)loadState + " %";
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}
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}
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if (GUI.LargeFont!=null)
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if (GUI.LargeFont != null)
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{
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GUI.LargeFont.DrawString(spriteBatch, loadText,
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new Vector2(GameMain.GraphicsWidth/2.0f - GUI.LargeFont.MeasureString(loadText).X/2.0f, GameMain.GraphicsHeight*0.8f),
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Color.White);
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GUI.LargeFont.DrawString(spriteBatch, loadText,
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new Vector2(GameMain.GraphicsWidth / 2.0f - GUI.LargeFont.MeasureString(loadText).X / 2.0f, GameMain.GraphicsHeight * 0.8f),
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Color.White);
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}
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}
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spriteBatch.End();
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@@ -28,30 +28,19 @@ namespace Barotrauma
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public SinglePlayerCampaign(GameModePreset preset, object param)
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: base(preset, param)
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{
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endRoundButton = new GUIButton(new Rectangle(GameMain.GraphicsWidth - 220, 20, 200, 25), "End round", null, Alignment.TopLeft, Alignment.Center, "");
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endRoundButton = new GUIButton(new Rectangle(GameMain.GraphicsWidth - 220, 20, 200, 25), TextManager.Get("EndRound"), null, Alignment.TopLeft, Alignment.Center, "");
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endRoundButton.Font = GUI.SmallFont;
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endRoundButton.OnClicked = TryEndRound;
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for (int i = 0; i < 3; i++)
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foreach (JobPrefab jobPrefab in JobPrefab.List)
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{
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JobPrefab jobPrefab = null;
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switch (i)
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for (int i = 0; i < jobPrefab.InitialCount; i++)
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{
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case 0:
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jobPrefab = JobPrefab.List.Find(jp => jp.Name == "Captain");
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break;
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case 1:
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jobPrefab = JobPrefab.List.Find(jp => jp.Name == "Engineer");
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break;
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case 2:
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jobPrefab = JobPrefab.List.Find(jp => jp.Name == "Mechanic");
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break;
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CrewManager.AddCharacterInfo(new CharacterInfo(Character.HumanConfigFile, "", Gender.None, jobPrefab));
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}
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CrewManager.AddCharacterInfo(new CharacterInfo(Character.HumanConfigFile, "", Gender.None, jobPrefab));
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}
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}
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public override void Start()
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{
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CargoManager.CreateItems();
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@@ -116,13 +105,13 @@ namespace Barotrauma
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}
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else if (leavingSub.AtEndPosition)
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{
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endRoundButton.Text = ToolBox.LimitString("Enter " + Map.SelectedLocation.Name, endRoundButton.Font, endRoundButton.Rect.Width - 5);
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endRoundButton.Text = ToolBox.LimitString(TextManager.Get("EnterLocation").Replace("[locationname]", Map.SelectedLocation.Name), endRoundButton.Font, endRoundButton.Rect.Width - 5);
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endRoundButton.UserData = leavingSub;
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endRoundButton.Visible = true;
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}
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else if (leavingSub.AtStartPosition)
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{
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endRoundButton.Text = ToolBox.LimitString("Enter " + Map.CurrentLocation.Name, endRoundButton.Font, endRoundButton.Rect.Width - 5);
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endRoundButton.Text = ToolBox.LimitString(TextManager.Get("EnterLocation").Replace("[locationname]", Map.CurrentLocation.Name), endRoundButton.Font, endRoundButton.Rect.Width - 5);
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endRoundButton.UserData = leavingSub;
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endRoundButton.Visible = true;
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}
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@@ -218,7 +207,7 @@ namespace Barotrauma
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summaryScreen = summaryScreen.children[0];
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summaryScreen.RemoveChild(summaryScreen.children.Find(c => c is GUIButton));
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var okButton = new GUIButton(new Rectangle(-120, 0, 100, 30), "Load game", Alignment.BottomRight, "", summaryScreen);
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var okButton = new GUIButton(new Rectangle(-120, 0, 100, 30), TextManager.Get("LoadGameButton"), Alignment.BottomRight, "", summaryScreen);
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okButton.OnClicked += (GUIButton button, object obj) =>
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{
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GameMain.GameSession.LoadPrevious();
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@@ -227,7 +216,7 @@ namespace Barotrauma
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return true;
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};
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var quitButton = new GUIButton(new Rectangle(0, 0, 100, 30), "Quit", Alignment.BottomRight, "", summaryScreen);
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var quitButton = new GUIButton(new Rectangle(0, 0, 100, 30), TextManager.Get("QuitButton"), Alignment.BottomRight, "", summaryScreen);
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quitButton.OnClicked += GameMain.LobbyScreen.QuitToMainMenu;
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quitButton.OnClicked += (GUIButton button, object obj) => { GUIMessageBox.MessageBoxes.Remove(GUIMessageBox.VisibleBox); return true; };
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}
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@@ -256,17 +245,9 @@ namespace Barotrauma
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if (subsToLeaveBehind.Any())
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{
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string msg = "";
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if (subsToLeaveBehind.Count == 1)
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{
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msg = "One of your vessels isn't at the exit yet. Do you want to leave it behind?";
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}
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else
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{
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msg = "Some of your vessels aren't at the exit yet. Do you want to leave them behind?";
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}
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string msg = TextManager.Get(subsToLeaveBehind.Count == 1 ? "LeaveSubBehind" : "LeaveSubsBehind");
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var msgBox = new GUIMessageBox("Warning", msg, new string[] {"Yes", "No"});
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var msgBox = new GUIMessageBox(TextManager.Get("Warning"), msg, new string[] { TextManager.Get("Yes"), TextManager.Get("No") });
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msgBox.Buttons[0].OnClicked += EndRound;
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msgBox.Buttons[0].OnClicked += msgBox.Close;
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msgBox.Buttons[0].UserData = Submarine.Loaded.FindAll(s => !subsToLeaveBehind.Contains(s));
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@@ -45,7 +45,7 @@ namespace Barotrauma
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useOnSelfButton[i - 3] = new GUIButton(
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new Rectangle((int)SlotPositions[i].X, (int)(SlotPositions[i].Y - spacing - rectHeight),
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rectWidth, rectHeight), "Use", "")
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rectWidth, rectHeight), TextManager.Get("UseItemButton"), "")
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{
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UserData = i,
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OnClicked = UseItemOnSelf
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@@ -7,16 +7,9 @@ namespace Barotrauma.Items.Components
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{
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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{
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//isActive = true;
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GuiFrame.Draw(spriteBatch);
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//int width = 300, height = 300;
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//int x = Game1.GraphicsWidth / 2 - width / 2;
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//int y = Game1.GraphicsHeight / 2 - height / 2 - 50;
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//GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.Black, true);
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GUI.Font.DrawString(spriteBatch, "Force: " + (int)(targetForce) + " %", new Vector2(GuiFrame.Rect.X + 30, GuiFrame.Rect.Y + 30), Color.White);
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GUI.Font.DrawString(spriteBatch, TextManager.Get("Force") + ": " + (int)(targetForce) + " %", new Vector2(GuiFrame.Rect.X + 30, GuiFrame.Rect.Y + 30), Color.White);
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}
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public override void AddToGUIUpdateList()
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@@ -110,19 +110,19 @@ namespace Barotrauma.Items.Components
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string text;
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if (!inadequateSkills.Any())
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{
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text = "Required items:\n";
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text = TextManager.Get("FabricatorRequiredItems")+ ":\n";
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foreach (Tuple<ItemPrefab, int, float, bool> ip in targetItem.RequiredItems)
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{
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text += " - " + ip.Item1.Name + " x" + ip.Item2 + (ip.Item3 < 1.0f ? ", " + ip.Item3 * 100 + "% condition\n" : "\n");
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text += " - " + ip.Item1.Name + " x" + ip.Item2 + (ip.Item3 < 1.0f ? ", " + ip.Item3 * 100 + "% " + TextManager.Get("FabricatorRequiredCondition") + "\n" : "\n");
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}
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text += "Required time: " + targetItem.RequiredTime + " s";
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text += TextManager.Get("FabricatorRequiredTime") + ": " + targetItem.RequiredTime + " s";
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}
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else
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{
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text = "Skills required to calibrate:\n";
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text = TextManager.Get("FabricatorRequiredSkills") + ":\n";
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foreach (Skill skill in inadequateSkills)
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{
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text += " - " + skill.Name + " lvl " + skill.Level + "\n";
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text += " - " + skill.Name + " " + TextManager.Get("Lvl").ToLower() + " " + skill.Level + "\n";
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}
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textColor = Color.Red;
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@@ -136,7 +136,7 @@ namespace Barotrauma.Items.Components
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Alignment.TopLeft, null,
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selectedItemFrame);
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activateButton = new GUIButton(new Rectangle(0, -30, 100, 20), "Create", Color.White, Alignment.CenterX | Alignment.Bottom, "", selectedItemFrame);
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activateButton = new GUIButton(new Rectangle(0, -30, 100, 20), TextManager.Get("FabricatorCreate"), Color.White, Alignment.CenterX | Alignment.Bottom, "", selectedItemFrame);
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activateButton.OnClicked = StartButtonClicked;
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activateButton.UserData = targetItem;
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activateButton.Enabled = false;
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@@ -104,18 +104,18 @@ namespace Barotrauma.Items.Components
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{
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GUI.DrawString(spriteBatch,
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new Vector2(x + 10, y + height - 60),
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"Hull breach", Color.Red, Color.Black * 0.5f, 2, GUI.SmallFont);
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TextManager.Get("MiniMapHullBreach"), Color.Red, Color.Black * 0.5f, 2, GUI.SmallFont);
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}
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GUI.DrawString(spriteBatch,
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new Vector2(x + 10, y + height - 60),
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oxygenAmount == null ? "Air quality data not available" : "Air quality: " + (int)oxygenAmount + " %",
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oxygenAmount == null ? TextManager.Get("MiniMapAirQualityUnavailable") : TextManager.Get("MiniMapAirQuality") + ": " + (int)oxygenAmount + " %",
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oxygenAmount == null ? Color.Red : Color.Lerp(Color.Red, Color.LightGreen, (float)oxygenAmount / 100.0f),
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Color.Black * 0.5f, 2, GUI.SmallFont);
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GUI.DrawString(spriteBatch,
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new Vector2(x + 10, y + height - 40),
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waterAmount == null ? "Water level data not available" : "Water level: " + (int)(waterAmount * 100.0f) + " %",
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waterAmount == null ? TextManager.Get("MiniMapWaterLevelUnavailable") : TextManager.Get("MiniMapWaterLevel") + ": " + (int)(waterAmount * 100.0f) + " %",
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waterAmount == null ? Color.Red : Color.Lerp(Color.LightGreen, Color.Red, (float)waterAmount),
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Color.Black * 0.5f, 2, GUI.SmallFont);
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}
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@@ -10,7 +10,7 @@ namespace Barotrauma.Items.Components
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partial void InitProjSpecific()
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{
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isActiveTickBox = new GUITickBox(new Rectangle(0, 0, 20, 20), "Running", Alignment.TopLeft, GuiFrame);
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isActiveTickBox = new GUITickBox(new Rectangle(0, 0, 20, 20), TextManager.Get("PumpRunning"), Alignment.TopLeft, GuiFrame);
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isActiveTickBox.OnSelected = (GUITickBox box) =>
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{
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targetLevel = null;
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@@ -31,7 +31,7 @@ namespace Barotrauma.Items.Components
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return true;
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};
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var button = new GUIButton(new Rectangle(160, 40, 35, 30), "OUT", "", GuiFrame);
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var button = new GUIButton(new Rectangle(160, 40, 35, 30), TextManager.Get("PumpOut"), "", GuiFrame);
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button.OnClicked = (GUIButton btn, object obj) =>
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{
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FlowPercentage -= 10.0f;
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@@ -50,7 +50,7 @@ namespace Barotrauma.Items.Components
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return true;
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};
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button = new GUIButton(new Rectangle(210, 40, 35, 30), "IN", "", GuiFrame);
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button = new GUIButton(new Rectangle(210, 40, 35, 30), TextManager.Get("PumpIn"), "", GuiFrame);
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button.OnClicked = (GUIButton btn, object obj) =>
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{
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FlowPercentage += 10.0f;
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@@ -77,7 +77,7 @@ namespace Barotrauma.Items.Components
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GuiFrame.Draw(spriteBatch);
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GUI.Font.DrawString(spriteBatch, "Pumping speed: " + (int)flowPercentage + " %", new Vector2(x + 40, y + 85), Color.White);
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GUI.Font.DrawString(spriteBatch, TextManager.Get("PumpSpeed") + ": " + (int)flowPercentage + " %", new Vector2(x + 40, y + 85), Color.White);
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}
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@@ -50,7 +50,7 @@ namespace Barotrauma.Items.Components
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return false;
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};
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autoTempTickBox = new GUITickBox(new Rectangle(410, 170, 20, 20), "Automatic temperature control", Alignment.TopLeft, GuiFrame);
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autoTempTickBox = new GUITickBox(new Rectangle(410, 170, 20, 20), TextManager.Get("ReactorAutoTemp"), Alignment.TopLeft, GuiFrame);
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autoTempTickBox.OnSelected = ToggleAutoTemp;
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button = new GUIButton(new Rectangle(210, 290, 40, 40), "+", "", GuiFrame);
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@@ -148,12 +148,10 @@ namespace Barotrauma.Items.Components
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GuiFrame.Draw(spriteBatch);
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float xOffset = graphTimer / updateGraphInterval;
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//GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.Black, true);
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GUI.Font.DrawString(spriteBatch, "Output: " + (int)temperature + " kW",
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GUI.Font.DrawString(spriteBatch, TextManager.Get("ReactorOutput") + ": " + (int)temperature + " kW",
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new Vector2(x + 450, y + 30), Color.Red);
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GUI.Font.DrawString(spriteBatch, "Grid load: " + (int)load + " kW",
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GUI.Font.DrawString(spriteBatch, TextManager.Get("ReactorGridLoad") + ": " + (int)load + " kW",
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new Vector2(x + 600, y + 30), Color.Yellow);
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float maxLoad = 0.0f;
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@@ -168,23 +166,18 @@ namespace Barotrauma.Items.Components
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DrawGraph(loadGraph, spriteBatch,
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new Rectangle(x + 30, y + 30, 400, 250), Math.Max(10000.0f, maxLoad), xOffset, Color.Yellow);
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GUI.Font.DrawString(spriteBatch, "Shutdown Temperature: " + (int)shutDownTemp, new Vector2(x + 450, y + 80), Color.White);
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//GUI.Font.DrawString(spriteBatch, "Automatic Temperature Control: " + ((autoTemp) ? "ON" : "OFF"), new Vector2(x + 450, y + 180), Color.White);
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GUI.Font.DrawString(spriteBatch, TextManager.Get("ReactorShutdownTemp") + ": " + (int)shutDownTemp, new Vector2(x + 450, y + 80), Color.White);
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y += 300;
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GUI.Font.DrawString(spriteBatch, "Fission rate: " + (int)fissionRate + " %", new Vector2(x + 30, y), Color.White);
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GUI.Font.DrawString(spriteBatch, TextManager.Get("ReactorFissionRate") + ": " + (int)fissionRate + " %", new Vector2(x + 30, y), Color.White);
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DrawGraph(fissionRateGraph, spriteBatch,
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new Rectangle(x + 30, y + 30, 200, 100), 100.0f, xOffset, Color.Orange);
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GUI.Font.DrawString(spriteBatch, "Cooling rate: " + (int)coolingRate + " %", new Vector2(x + 320, y), Color.White);
|
||||
GUI.Font.DrawString(spriteBatch, TextManager.Get("ReactorCoolingRate") + ": " + (int)coolingRate + " %", new Vector2(x + 320, y), Color.White);
|
||||
DrawGraph(coolingRateGraph, spriteBatch,
|
||||
new Rectangle(x + 320, y + 30, 200, 100), 100.0f, xOffset, Color.LightBlue);
|
||||
|
||||
|
||||
//y = y - 260;
|
||||
}
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
|
||||
@@ -31,7 +31,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
partial void InitProjSpecific()
|
||||
{
|
||||
autopilotTickBox = new GUITickBox(new Rectangle(0, 25, 20, 20), "Autopilot", Alignment.TopLeft, GuiFrame);
|
||||
autopilotTickBox = new GUITickBox(new Rectangle(0, 25, 20, 20), TextManager.Get("SteeringAutoPilot"), Alignment.TopLeft, GuiFrame);
|
||||
autopilotTickBox.OnSelected = (GUITickBox box) =>
|
||||
{
|
||||
AutoPilot = box.Selected;
|
||||
@@ -40,7 +40,7 @@ namespace Barotrauma.Items.Components
|
||||
return true;
|
||||
};
|
||||
|
||||
maintainPosTickBox = new GUITickBox(new Rectangle(5, 50, 15, 15), "Maintain position", Alignment.TopLeft, GUI.SmallFont, GuiFrame);
|
||||
maintainPosTickBox = new GUITickBox(new Rectangle(5, 50, 15, 15), TextManager.Get("SteeringMaintainPos"), Alignment.TopLeft, GUI.SmallFont, GuiFrame);
|
||||
maintainPosTickBox.Enabled = false;
|
||||
maintainPosTickBox.OnSelected = ToggleMaintainPosition;
|
||||
|
||||
@@ -100,12 +100,12 @@ namespace Barotrauma.Items.Components
|
||||
Vector2 realWorldVelocity = ConvertUnits.ToDisplayUnits(item.Submarine.Velocity * Physics.DisplayToRealWorldRatio) * 3.6f;
|
||||
float realWorldDepth = Math.Abs(item.Submarine.Position.Y - Level.Loaded.Size.Y) * Physics.DisplayToRealWorldRatio;
|
||||
GUI.DrawString(spriteBatch, new Vector2(x + 20, y + height - 65),
|
||||
"Velocity: " + (int)realWorldVelocity.X + " km/h", Color.LightGreen, null, 0, GUI.SmallFont);
|
||||
TextManager.Get("SteeringVelocityX").Replace("[kph]", ((int)realWorldVelocity.X).ToString()), Color.LightGreen, null, 0, GUI.SmallFont);
|
||||
GUI.DrawString(spriteBatch, new Vector2(x + 20, y + height - 50),
|
||||
"Descent velocity: " + -(int)realWorldVelocity.Y + " km/h", Color.LightGreen, null, 0, GUI.SmallFont);
|
||||
TextManager.Get("SteeringVelocityY").Replace("[kph]", ((int)-realWorldVelocity.Y).ToString()), Color.LightGreen, null, 0, GUI.SmallFont);
|
||||
|
||||
GUI.DrawString(spriteBatch, new Vector2(x + 20, y + height - 30),
|
||||
"Depth: " + (int)realWorldDepth + " m", Color.LightGreen, null, 0, GUI.SmallFont);
|
||||
TextManager.Get("SteeringDepth").Replace("[m]", ((int)realWorldDepth).ToString()), Color.LightGreen, null, 0, GUI.SmallFont);
|
||||
}
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
|
||||
@@ -72,10 +72,10 @@ namespace Barotrauma.Items.Components
|
||||
//GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.Black, true);
|
||||
|
||||
GUI.Font.DrawString(spriteBatch,
|
||||
"Charge: " + (int)charge + "/" + (int)capacity + " kWm (" + (int)((charge / capacity) * 100.0f) + " %)",
|
||||
TextManager.Get("PowerContainerCharge").Replace("[charge]", (int)charge + "/" + (int)capacity).Replace("[percentage]", ((int)((charge / capacity) * 100.0f)).ToString()),
|
||||
new Vector2(x + 30, y + 30), Color.White);
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, "Recharge rate: " + (int)((rechargeSpeed / maxRechargeSpeed) * 100.0f) + " %", new Vector2(x + 30, y + 95), Color.White);
|
||||
GUI.Font.DrawString(spriteBatch, TextManager.Get("RechargeRate") + ": " + (int)((rechargeSpeed / maxRechargeSpeed) * 100.0f) + " %", new Vector2(x + 30, y + 95), Color.White);
|
||||
}
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
|
||||
@@ -14,8 +14,13 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
GuiFrame.Draw(spriteBatch);
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, "Power: " + (int)(-currPowerConsumption) + " kW", new Vector2(x + 30, y + 30), Color.White);
|
||||
GUI.Font.DrawString(spriteBatch, "Load: " + (int)powerLoad + " kW", new Vector2(x + 30, y + 100), Color.White);
|
||||
GUI.Font.DrawString(spriteBatch,
|
||||
TextManager.Get("PowerTransferPower").Replace("[power]", ((int)(-currPowerConsumption)).ToString()),
|
||||
new Vector2(x + 30, y + 30), Color.White);
|
||||
|
||||
GUI.Font.DrawString(spriteBatch,
|
||||
TextManager.Get("PowerTransferLoad").Replace("[load]", ((int)powerLoad).ToString()),
|
||||
new Vector2(x + 30, y + 100), Color.White);
|
||||
}
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
|
||||
@@ -225,7 +225,7 @@ namespace Barotrauma.Items.Components
|
||||
Vector2.Distance(end, PlayerInput.MousePosition) < 20.0f ||
|
||||
new Rectangle((start.X < end.X) ? textX - 100 : textX, (int)start.Y - 5, 100, 14).Contains(PlayerInput.MousePosition));
|
||||
|
||||
string label = wire.Locked ? item.Name + "\n(Locked)" : item.Name;
|
||||
string label = wire.Locked ? item.Name + "\n" + TextManager.Get("ConnectionLocked") : item.Name;
|
||||
|
||||
GUI.DrawString(spriteBatch,
|
||||
new Vector2(start.X < end.X ? textX - GUI.SmallFont.MeasureString(label).X : textX, start.Y - 5.0f),
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<Jobs>
|
||||
<Job name="Captain" description="The Commanding Officer is responsible for commanding the entirety of the crew and ensuring that everything is running smoothly." minnumber="1" maxnumber="1" minkarma="0.7">
|
||||
<Job name="Captain" description="The Commanding Officer is responsible for commanding the entirety of the crew and ensuring that everything is running smoothly."
|
||||
minnumber="1" maxnumber="1" minkarma="0.7" initialcount="1">
|
||||
<Skills>
|
||||
<Skill name="Weapons" level="50,60"/>
|
||||
<Skill name="Construction" level="20,30"/>
|
||||
@@ -22,7 +23,8 @@
|
||||
</Items>
|
||||
</Job>
|
||||
|
||||
<Job name="Engineer" description="Engineers are the backbone of a submarine's crew, complementing a mechanic's construction skill with their knowledge of electrical engineering. They are capable of performing maintenance on the various electrical pieces of the submarine." minnumber="1" minkarma="0.5">
|
||||
<Job name="Engineer" description="Engineers are the backbone of a submarine's crew, complementing a mechanic's construction skill with their knowledge of electrical engineering. They are capable of performing maintenance on the various electrical pieces of the submarine."
|
||||
minnumber="1" minkarma="0.5" initialcount="1">
|
||||
<Skills>
|
||||
<Skill name="Weapons" level="10,30"/>
|
||||
<Skill name="Construction" level="20,30"/>
|
||||
@@ -40,7 +42,8 @@
|
||||
</Items>
|
||||
</Job>
|
||||
|
||||
<Job name="Mechanic" description="Mechanics are capable of fixing various mechanical devices with their high construction skill. Together with engineers they ensure a submarine is working to its fullest." minnumber="1" minkarma="0.5">
|
||||
<Job name="Mechanic" description="Mechanics are capable of fixing various mechanical devices with their high construction skill. Together with engineers they ensure a submarine is working to its fullest."
|
||||
minnumber="1" minkarma="0.5" initialcount="1">
|
||||
<Skills>
|
||||
<Skill name="Weapons" level="10,30"/>
|
||||
<Skill name="Construction" level="50,60"/>
|
||||
|
||||
@@ -1,5 +1,9 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<infotexts>
|
||||
<infotexts>
|
||||
<!-- Loading screen -->
|
||||
<Loading>Loading...</Loading>
|
||||
<PressAnyKey>Press any key to continue</PressAnyKey>
|
||||
|
||||
<!-- Main menu buttons -->
|
||||
<TutorialButton>Tutorial</TutorialButton>
|
||||
<NewGameButton>New Game</NewGameButton>
|
||||
@@ -52,7 +56,9 @@
|
||||
<OxygenBarInfo>Running out of oxygen!</OxygenBarInfo>
|
||||
<PressureInfo>Water pressure increasing!</PressureInfo>
|
||||
<Grabbing>Grabbing</Grabbing>
|
||||
<Stun>Stun</Stun>
|
||||
<Stun>Stun</Stun>
|
||||
<Disguised>(Disguised)</Disguised>
|
||||
<UseItemButton>Use</UseItemButton>
|
||||
|
||||
<!-- Status -->
|
||||
<StatusOK>OK</StatusOK>
|
||||
@@ -113,6 +119,7 @@
|
||||
<PronounReflexiveFemale>Herself</PronounReflexiveFemale>
|
||||
|
||||
<!-- Mission info -->
|
||||
<MissionInfo>Mission info</MissionInfo>
|
||||
<NoMission>No mission</NoMission>
|
||||
<MissionReward>Reward: [reward]</MissionReward>
|
||||
|
||||
@@ -146,6 +153,12 @@
|
||||
<Credit>Credit</Credit>
|
||||
<Credits>Credits</Credits>
|
||||
|
||||
<!-- Ingame menus -->
|
||||
<EndRound>End round</EndRound>
|
||||
<EnterLocation>Enter [locationname]</EnterLocation>
|
||||
<LeaveSubBehind>One of your vessels isn't at the exit yet. Do you want to leave it behind?</LeaveSubBehind>
|
||||
<LeaveSubsBehind>Some of your vessels aren't at the exit yet. Do you want to leave them behind?</LeaveSubsBehind>
|
||||
|
||||
<!-- Server list -->
|
||||
<JoinServer>Join server</JoinServer>
|
||||
<YourName>Your name</YourName>
|
||||
@@ -243,8 +256,7 @@
|
||||
<NoWaypointsWarning>No waypoints found in the submarine. AI controlled crew members won't be able to navigate without waypoints.</NoWaypointsWarning>
|
||||
<NoCargoSpawnpointWarning>"The submarine does not have spawnpoints for cargo (which are used for determining where to place bought items). To fix this, create a new spawnpoint and change its "spawn type" parameter to "cargo".</NoCargoSpawnpointWarning>
|
||||
<FarAwayEntitiesWarning>One or more structures have been placed very far from the submarine. Show the structures?</FarAwayEntitiesWarning>
|
||||
|
||||
|
||||
|
||||
<!-- Sub description -->
|
||||
<Dimensions>Dimensions</Dimensions>
|
||||
<DimensionsFormat>[width]x[height] m</DimensionsFormat>
|
||||
@@ -278,6 +290,41 @@
|
||||
<SpamFilterKicked>You have been kicked by the spam filter.</SpamFilterKicked>
|
||||
<SpamFilterBlocked>You have been blocked by the spam filter. Try again after 10 seconds.</SpamFilterBlocked>
|
||||
|
||||
|
||||
<!-- Item HUDs -->
|
||||
<Force>Force</Force>
|
||||
<FabricatorRequiredItems>Required items</FabricatorRequiredItems>
|
||||
<FabricatorRequiredTime>Required time</FabricatorRequiredTime>
|
||||
<FabricatorCondition>Condition</FabricatorCondition>
|
||||
<FabricatorRequiredSkills>Skills required to calibrate</FabricatorRequiredSkills>
|
||||
<FabricatorCreate>Create</FabricatorCreate>
|
||||
<Lvl>Lvl</Lvl>
|
||||
<MiniMapHullBreach>Hull breach</MiniMapHullBreach>
|
||||
<MiniMapWaterLevel>Water level</MiniMapWaterLevel>
|
||||
<MiniMapWaterLevelUnavailable>Water level data not available</MiniMapWaterLevelUnavailable>
|
||||
<MiniMapAirQuality>Air quality</MiniMapAirQuality>
|
||||
<MiniMapAirQualityUnavailable>Air quality data not available</MiniMapAirQualityUnavailable>
|
||||
<PumpRunning>Running</PumpRunning>
|
||||
<PumpIn>IN</PumpIn>
|
||||
<PumpOut>OUT</PumpOut>
|
||||
<PumpSpeed>Pumping speed</PumpSpeed>
|
||||
<ReactorAutoTemp>Automatic temperature control</ReactorAutoTemp>
|
||||
<ReactorOutput>Output</ReactorOutput>
|
||||
<ReactorGridLoad>Grid load</ReactorGridLoad>
|
||||
<ReactorShutdownTemp>Shutdown temperature</ReactorShutdownTemp>
|
||||
<ReactorFissionRate>Fission rate</ReactorFissionRate>
|
||||
<ReactorCoolingRate>Cooling rate</ReactorCoolingRate>
|
||||
<SteeringAutoPilot>Autopilot</SteeringAutoPilot>
|
||||
<SteeringMaintainPos>Maintain position</SteeringMaintainPos>
|
||||
<SteeringVelocityX>Velocity: [kph] km/h</SteeringVelocityX>
|
||||
<SteeringVelocityY>Descent velocity: [kph] km/h</SteeringVelocityY>
|
||||
<SteeringDepth>Depth: [m] m</SteeringDepth>
|
||||
<PowerContainerCharge>Charge: [charge] kWm ([percentage] %)</PowerContainerCharge>
|
||||
<PowerContainerRechargeRate>Recharge rate</PowerContainerRechargeRate>
|
||||
<PowerTransferPower>Power: [power] kW</PowerTransferPower>
|
||||
<PowerTransferLoad>Load: [load] kW</PowerTransferLoad>
|
||||
<ConnectionLocked>(Locked)</ConnectionLocked>
|
||||
|
||||
<!-- Item fixing -->
|
||||
<FixHeader>Attempting to fix [itemname]</FixHeader>
|
||||
<FixButton>Fix</FixButton>
|
||||
@@ -327,6 +374,7 @@
|
||||
<GiveInButton>Give in</GiveInButton>
|
||||
<GiveInHelpMultiplayer>Let go of your character and enter spectator mode (other players will no longer be able to revive you)</GiveInHelpMultiplayer>
|
||||
<GiveInHelpSingleplayer>"The character can no longer be revived if you give in."</GiveInHelpSingleplayer>
|
||||
<DeathChatNotification>Your chat messages will only be visible to other dead players.</DeathChatNotification>
|
||||
|
||||
<!-- Status -->
|
||||
<Deceased>Deceased</Deceased>
|
||||
@@ -361,4 +409,7 @@
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</infotexts>
|
||||
@@ -12,6 +12,9 @@ namespace Barotrauma
|
||||
|
||||
public List<SkillPrefab> Skills;
|
||||
|
||||
//the number of these characters in the crew the player starts with
|
||||
public readonly int InitialCount;
|
||||
|
||||
public string Name
|
||||
{
|
||||
get;
|
||||
@@ -69,6 +72,8 @@ namespace Barotrauma
|
||||
MaxNumber = element.GetAttributeInt("maxnumber", 10);
|
||||
MinKarma = element.GetAttributeFloat("minkarma", 0.0f);
|
||||
|
||||
InitialCount = element.GetAttributeInt("initialcount", 0);
|
||||
|
||||
Commonness = element.GetAttributeInt("commonness", 10);
|
||||
|
||||
AllowAlways = element.GetAttributeBool("allowalways", false);
|
||||
|
||||
@@ -156,9 +156,9 @@ namespace Barotrauma
|
||||
try
|
||||
{
|
||||
if (file.path.EndsWith(".xml", true, System.Globalization.CultureInfo.InvariantCulture))
|
||||
hashes.Add(calculateXmlHash(file, ref md5));
|
||||
hashes.Add(CalculateXmlHash(file, ref md5));
|
||||
else
|
||||
hashes.Add(calculateFileHash(file, ref md5));
|
||||
hashes.Add(CalculateFileHash(file, ref md5));
|
||||
}
|
||||
|
||||
catch (Exception e)
|
||||
@@ -180,7 +180,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
|
||||
private byte[] calculateXmlHash(ContentFile file, ref MD5 md5) //todo: Change ref to in (in C# 7.2)
|
||||
private byte[] CalculateXmlHash(ContentFile file, ref MD5 md5) //todo: Change ref to in (in C# 7.2)
|
||||
{
|
||||
var doc = XMLExtensions.TryLoadXml(file.path);
|
||||
|
||||
@@ -200,7 +200,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
private byte[] calculateFileHash(ContentFile file, ref MD5 md5)
|
||||
private byte[] CalculateFileHash(ContentFile file, ref MD5 md5)
|
||||
{
|
||||
using (var stream = File.OpenRead(file.path))
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user