Unstable 0.1500.7.0 (No edition)
This commit is contained in:
@@ -941,7 +941,7 @@ namespace Barotrauma
|
||||
inventoryIndex = updateList.IndexOf(CharacterHUD.HUDFrame);
|
||||
}
|
||||
|
||||
if ((!PlayerInput.PrimaryMouseButtonHeld() && !PlayerInput.PrimaryMouseButtonClicked()) || prevMouseOn == null)
|
||||
if ((!PlayerInput.PrimaryMouseButtonHeld() && !PlayerInput.PrimaryMouseButtonClicked()) || (prevMouseOn == null && !PlayerInput.SecondaryMouseButtonHeld()))
|
||||
{
|
||||
for (var i = updateList.Count - 1; i > inventoryIndex; i--)
|
||||
{
|
||||
@@ -2454,7 +2454,7 @@ namespace Barotrauma
|
||||
{
|
||||
Submarine sub = Submarine.Loaded.FirstOrDefault(s => s.ID == subId);
|
||||
|
||||
var newMessage = new GUIMessage(message, color, pos, velocity, lifeTime, Alignment.Center, LargeFont, sub: sub);
|
||||
var newMessage = new GUIMessage(message, color, pos, velocity, lifeTime, Alignment.Center, Font, sub: sub);
|
||||
if (playSound) { SoundPlayer.PlayUISound(soundType); }
|
||||
bool overlapFound = true;
|
||||
int tries = 0;
|
||||
@@ -2477,8 +2477,7 @@ namespace Barotrauma
|
||||
moveDir = Rand.Vector(1.0f);
|
||||
}
|
||||
moveDir.Y = -Math.Abs(moveDir.Y);
|
||||
newMessage.Pos += moveDir * 20;
|
||||
overlapFound = true;
|
||||
newMessage.Pos -= Vector2.UnitY * 10;
|
||||
}
|
||||
tries++;
|
||||
if (tries > 20) { break; }
|
||||
|
||||
@@ -174,7 +174,7 @@ namespace Barotrauma
|
||||
if (BlendState != null)
|
||||
{
|
||||
spriteBatch.End();
|
||||
spriteBatch.Begin(blendState: BlendState, samplerState: GUI.SamplerState);
|
||||
spriteBatch.Begin(blendState: BlendState, samplerState: GUI.SamplerState, rasterizerState: GameMain.ScissorTestEnable);
|
||||
}
|
||||
|
||||
if (style != null)
|
||||
|
||||
@@ -1026,7 +1026,6 @@ namespace Barotrauma
|
||||
ContentBackground.DrawManually(spriteBatch, alsoChildren: false);
|
||||
|
||||
Rectangle prevScissorRect = spriteBatch.GraphicsDevice.ScissorRectangle;
|
||||
RasterizerState prevRasterizerState = spriteBatch.GraphicsDevice.RasterizerState;
|
||||
if (HideChildrenOutsideFrame)
|
||||
{
|
||||
spriteBatch.End();
|
||||
@@ -1054,7 +1053,7 @@ namespace Barotrauma
|
||||
{
|
||||
spriteBatch.End();
|
||||
spriteBatch.GraphicsDevice.ScissorRectangle = prevScissorRect;
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, samplerState: GUI.SamplerState, rasterizerState: prevRasterizerState);
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, samplerState: GUI.SamplerState, rasterizerState: GameMain.ScissorTestEnable);
|
||||
}
|
||||
|
||||
if (ScrollBarVisible)
|
||||
|
||||
@@ -511,5 +511,22 @@ namespace Barotrauma
|
||||
|
||||
targetComponent.ApplyStyle(componentStyle);
|
||||
}
|
||||
|
||||
public Color GetQualityColor(int quality)
|
||||
{
|
||||
switch (quality)
|
||||
{
|
||||
case 1:
|
||||
return ItemQualityColorGood;
|
||||
case 2:
|
||||
return ItemQualityColorExcellent;
|
||||
case 3:
|
||||
return ItemQualityColorMasterwork;
|
||||
case -1:
|
||||
return ItemQualityColorPoor;
|
||||
default:
|
||||
return ItemQualityColorNormal;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user