e6715d6...5d2c9f2
commit 5d2c9f2e19d9d876d606415667f56c1f92fd1b8f Author: ezjamsen <ezjames.fi@gmail.com> Date: Tue Mar 5 19:35:34 2019 +0200 corrected cases commit cd9cf4ed3117b9a5cc4cb57428d8dc11d756d274 Author: ezjamsen <ezjames.fi@gmail.com> Date: Tue Mar 5 19:01:54 2019 +0200 updated settings commit 84ad07149a8e56d59fd2d71b34fbb92479eba042 Author: Iiro Enges <iiro@fakefish.fi> Date: Tue Mar 5 18:48:26 2019 +0200 Added an updated title text commit 0ae68b0857ee259cac1480cb20a9c02f3bb88d8d Author: Iiro Enges <iiro@fakefish.fi> Date: Tue Mar 5 18:46:59 2019 +0200 Replaced old alien ruin textures with new ones (more variants to be added) commit b57a6765f56ea1504ff5b39b14172f73b4122597 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Tue Mar 5 17:44:46 2019 +0200 Fixed particle jitter caused by a bug in the interpolation logic (was especially noticeable when the sub is moving fast)
This commit is contained in:
@@ -1416,6 +1416,189 @@ namespace Barotrauma
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TextManager.WriteToCSV();
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NPCConversation.WriteToCSV();
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}));
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#endif
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commands.Add(new Command("cleanbuild", "", (string[] args) =>
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{
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GameMain.Config.MusicVolume = 0.5f;
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GameMain.Config.SoundVolume = 0.5f;
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NewMessage("Music and sound volume set to 0.5", Color.Green);
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commands.Add(new Command("camerasettings", "camerasettings [defaultzoom] [zoomsmoothness] [movesmoothness] [minzoom] [maxzoom]: debug command for testing camera settings. The values default to 1.1, 8.0, 8.0, 0.1 and 2.0.", (string[] args) =>
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{
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float defaultZoom = Screen.Selected.Cam.DefaultZoom;
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if (args.Length > 0) float.TryParse(args[0], NumberStyles.Number, CultureInfo.InvariantCulture, out defaultZoom);
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float zoomSmoothness = Screen.Selected.Cam.ZoomSmoothness;
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if (args.Length > 1) float.TryParse(args[1], NumberStyles.Number, CultureInfo.InvariantCulture, out zoomSmoothness);
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float moveSmoothness = Screen.Selected.Cam.MoveSmoothness;
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if (args.Length > 2) float.TryParse(args[2], NumberStyles.Number, CultureInfo.InvariantCulture, out moveSmoothness);
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float minZoom = Screen.Selected.Cam.MinZoom;
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if (args.Length > 3) float.TryParse(args[3], NumberStyles.Number, CultureInfo.InvariantCulture, out minZoom);
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float maxZoom = Screen.Selected.Cam.MaxZoom;
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if (args.Length > 4) float.TryParse(args[4], NumberStyles.Number, CultureInfo.InvariantCulture, out maxZoom);
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Screen.Selected.Cam.DefaultZoom = defaultZoom;
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Screen.Selected.Cam.ZoomSmoothness = zoomSmoothness;
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Screen.Selected.Cam.MoveSmoothness = moveSmoothness;
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Screen.Selected.Cam.MinZoom = minZoom;
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Screen.Selected.Cam.MaxZoom = maxZoom;
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}));
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commands.Add(new Command("waterparams", "waterparams [distortionscalex] [distortionscaley] [distortionstrengthx] [distortionstrengthy] [bluramount]: default 0.5 0.5 0.5 0.5 1", (string[] args) =>
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{
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float distortScaleX = 0.5f, distortScaleY = 0.5f;
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float distortStrengthX = 0.5f, distortStrengthY = 0.5f;
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float blurAmount = 0.0f;
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if (args.Length > 0) float.TryParse(args[0], NumberStyles.Number, CultureInfo.InvariantCulture, out distortScaleX);
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if (args.Length > 1) float.TryParse(args[1], NumberStyles.Number, CultureInfo.InvariantCulture, out distortScaleY);
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if (args.Length > 2) float.TryParse(args[2], NumberStyles.Number, CultureInfo.InvariantCulture, out distortStrengthX);
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if (args.Length > 3) float.TryParse(args[3], NumberStyles.Number, CultureInfo.InvariantCulture, out distortStrengthY);
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if (args.Length > 4) float.TryParse(args[4], NumberStyles.Number, CultureInfo.InvariantCulture, out blurAmount);
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WaterRenderer.DistortionScale = new Vector2(distortScaleX, distortScaleY);
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WaterRenderer.DistortionStrength = new Vector2(distortStrengthX, distortStrengthY);
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WaterRenderer.BlurAmount = blurAmount;
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}));
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commands.Add(new Command("refreshrect", "Updates the dimensions of the selected items to match the ones defined in the prefab. Applied only in the subeditor.", (string[] args) =>
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{
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//TODO: maybe do this automatically during loading when possible?
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if (Screen.Selected == GameMain.SubEditorScreen)
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{
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if (!MapEntity.SelectedAny)
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{
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ThrowError("You have to select item(s) first!");
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}
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else
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{
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foreach (var mapEntity in MapEntity.SelectedList)
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{
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if (mapEntity is Item item)
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{
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item.Rect = new Rectangle(item.Rect.X, item.Rect.Y,
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(int)(item.Prefab.sprite.size.X * item.Prefab.Scale),
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(int)(item.Prefab.sprite.size.Y * item.Prefab.Scale));
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}
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else if (mapEntity is Structure structure)
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{
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if (!structure.ResizeHorizontal)
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{
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structure.Rect = new Rectangle(structure.Rect.X, structure.Rect.Y,
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(int)structure.Prefab.ScaledSize.X,
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structure.Rect.Height);
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}
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if (!structure.ResizeVertical)
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{
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structure.Rect = new Rectangle(structure.Rect.X, structure.Rect.Y,
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structure.Rect.Width,
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(int)structure.Prefab.ScaledSize.Y);
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}
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}
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}
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}
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}
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}, isCheat: false));
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#endif
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GameMain.Config.SaveNewPlayerConfig();
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commands.Add(new Command("loadtexts", "loadtexts [sourcefile] [destinationfile]: Loads all lines of text from a given .txt file and inserts them sequientially into the elements of an xml file. If the file paths are omitted, EnglishVanilla.txt and EnglishVanilla.xml are used.", (string[] args) =>
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{
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string sourcePath = args.Length > 0 ? args[0] : "Content/Texts/EnglishVanilla.txt";
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string destinationPath = args.Length > 1 ? args[1] : "Content/Texts/EnglishVanilla.xml";
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string[] lines;
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try
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{
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lines = File.ReadAllLines(sourcePath);
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}
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catch (Exception e)
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{
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ThrowError("Reading the file \"" + sourcePath + "\" failed.", e);
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return;
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}
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var doc = XMLExtensions.TryLoadXml(destinationPath);
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int i = 0;
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foreach (XElement element in doc.Root.Elements())
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{
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if (i >= lines.Length)
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{
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ThrowError("Error while loading texts to the xml file. The xml has more elements than the number of lines in the text file.");
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return;
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}
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element.Value = lines[i];
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i++;
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}
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doc.Save(destinationPath);
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},
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() =>
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{
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var files = TextManager.GetTextFiles().Select(f => f.Replace("\\", "/"));
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return new string[][]
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{
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files.Where(f => Path.GetExtension(f)==".txt").ToArray(),
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files.Where(f => Path.GetExtension(f)==".xml").ToArray()
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};
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}));
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commands.Add(new Command("updatetextfile", "updatetextfile [sourcefile] [destinationfile]: Inserts all the xml elements that are only present in the source file into the destination file. Can be used to update outdated translation files more easily.", (string[] args) =>
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{
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if (args.Length < 2) return;
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string sourcePath = args[0];
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string destinationPath = args[1];
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var sourceDoc = XMLExtensions.TryLoadXml(sourcePath);
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var destinationDoc = XMLExtensions.TryLoadXml(destinationPath);
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XElement destinationElement = destinationDoc.Root.Elements().First();
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foreach (XElement element in sourceDoc.Root.Elements())
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{
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if (destinationDoc.Root.Element(element.Name) == null)
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{
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element.Value = "!!!!!!!!!!!!!" + element.Value;
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destinationElement.AddAfterSelf(element);
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}
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XNode nextNode = destinationElement.NextNode;
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while ((!(nextNode is XElement) || nextNode == element) && nextNode != null) nextNode = nextNode.NextNode;
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destinationElement = nextNode as XElement;
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}
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destinationDoc.Save(destinationPath);
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},
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() =>
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{
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var files = TextManager.GetTextFiles().Where(f => Path.GetExtension(f) == ".xml").Select(f => f.Replace("\\", "/")).ToArray();
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return new string[][]
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{
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files,
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files
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};
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}));
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commands.Add(new Command("dumpentitytexts", "dumpentitytexts [filepath]: gets the names and descriptions of all entity prefabs and writes them into a file along with xml tags that can be used in translation files. If the filepath is omitted, the file is written to Content/Texts/EntityTexts.txt", (string[] args) =>
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{
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string filePath = args.Length > 0 ? args[0] : "Content/Texts/EntityTexts.txt";
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List<string> lines = new List<string>();
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foreach (MapEntityPrefab me in MapEntityPrefab.List)
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{
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lines.Add("<EntityName." + me.Identifier + ">" + me.Name + "</" + me.Identifier + ".Name>");
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lines.Add("<EntityDescription." + me.Identifier + ">" + me.Description + "</" + me.Identifier + ".Description>");
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}
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File.WriteAllLines(filePath, lines);
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}));
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#if DEBUG
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commands.Add(new Command("checkduplicates", "Checks the given language for duplicate translation keys and writes to file.", (string[] args) =>
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{
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if (args.Length != 1) return;
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TextManager.CheckForDuplicates(args[0]);
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}));
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commands.Add(new Command("writetocsv", "Writes the default language (English) to a .csv file.", (string[] args) =>
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{
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TextManager.WriteToCSV();
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NPCConversation.WriteToCSV();
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}));
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commands.Add(new Command("loadtexts", "loadtexts [sourcefile] [destinationfile]: Loads all lines of text from a given .txt file and inserts them sequientially into the elements of an xml file. If the file paths are omitted, EnglishVanilla.txt and EnglishVanilla.xml are used.", (string[] args) =>
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{
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@@ -107,74 +107,6 @@ namespace Barotrauma
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};
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scrollButtonDown.Children.ForEach(c => c.SpriteEffects = SpriteEffects.FlipVertically);
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if (isSinglePlayer)
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{
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chatBox = new ChatBox(guiFrame, isSinglePlayer: true)
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{
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OnEnterMessage = (textbox, text) =>
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{
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if (Character.Controlled == null) { return true; }
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textbox.TextColor = ChatMessage.MessageColor[(int)ChatMessageType.Default];
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if (!string.IsNullOrWhiteSpace(text))
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{
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string msgCommand = ChatMessage.GetChatMessageCommand(text, out string msg);
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AddSinglePlayerChatMessage(
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Character.Controlled.Info.Name,
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msg,
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((msgCommand == "r" || msgCommand == "radio") && ChatMessage.CanUseRadio(Character.Controlled)) ? ChatMessageType.Radio : ChatMessageType.Default,
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Character.Controlled);
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var headset = GetHeadset(Character.Controlled, true);
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if (headset != null && headset.CanTransmit())
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{
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headset.TransmitSignal(stepsTaken: 0, signal: msg, source: headset.Item, sender: Character.Controlled, sendToChat: false);
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}
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}
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textbox.Deselect();
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textbox.Text = "";
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return true;
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}
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};
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chatBox.InputBox.OnTextChanged += chatBox.TypingChatMessage;
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}
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var reports = Order.PrefabList.FindAll(o => o.TargetAllCharacters && o.SymbolSprite != null);
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reportButtonFrame = new GUILayoutGroup(new RectTransform(
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new Point((HUDLayoutSettings.CrewArea.Height - (int)((reports.Count - 1) * 5 * GUI.Scale)) / reports.Count, HUDLayoutSettings.CrewArea.Height), guiFrame.RectTransform))
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{
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AbsoluteSpacing = (int)(5 * GUI.Scale),
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UserData = "reportbuttons",
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CanBeFocused = false
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};
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//report buttons
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foreach (Order order in reports)
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{
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if (!order.TargetAllCharacters || order.SymbolSprite == null) continue;
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var btn = new GUIButton(new RectTransform(new Point(reportButtonFrame.Rect.Width), reportButtonFrame.RectTransform), style: null)
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{
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OnClicked = (GUIButton button, object userData) =>
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{
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if (Character.Controlled == null || Character.Controlled.SpeechImpediment >= 100.0f) return false;
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SetCharacterOrder(null, order, null, Character.Controlled);
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return true;
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},
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UserData = order,
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ToolTip = order.Name
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};
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new GUIFrame(new RectTransform(new Vector2(1.5f), btn.RectTransform, Anchor.Center), "OuterGlow")
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{
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Color = Color.Red * 0.8f,
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HoverColor = Color.Red * 1.0f,
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PressedColor = Color.Red * 0.6f,
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UserData = "highlighted",
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CanBeFocused = false,
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Visible = false
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};
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var characterInfo = new CharacterInfo(subElement);
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characterInfos.Add(characterInfo);
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foreach (XElement invElement in subElement.Elements())
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@@ -1376,6 +1308,16 @@ namespace Barotrauma
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if (GameMain.NetworkMember != null) GameMain.Client.SelectCrewCharacter(character, previewPlayer);
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private bool ReportButtonClicked(GUIButton button, object userData)
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{
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//order targeted to all characters
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Order order = userData as Order;
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if (order.TargetAllCharacters)
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{
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if (Character.Controlled == null || Character.Controlled.CurrentHull == null) return false;
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AddOrder(new Order(order.Prefab, Character.Controlled.CurrentHull, null), order.Prefab.FadeOutTime);
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SetCharacterOrder(null, order, "", Character.Controlled);
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}
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return true;
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}
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@@ -626,28 +626,6 @@ namespace Barotrauma
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new GUIMessageBox(TextManager.Get("RestartRequiredLabel"), TextManager.Get("RestartRequiredLanguage"));
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return true;
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};
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//spacing
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new GUIFrame(new RectTransform(new Vector2(1.0f, 0.02f), generalLayoutGroup.RectTransform), style: null);
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new GUIButton(new RectTransform(new Vector2(0.4f, 1.0f), buttonArea.RectTransform, Anchor.BottomLeft),
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TextManager.Get("Cancel"))
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{
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IgnoreLayoutGroups = true,
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OnClicked = (x, y) =>
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{
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if (UnsavedSettings)
|
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{
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LoadPlayerConfig();
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}
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if (Screen.Selected == GameMain.MainMenuScreen) GameMain.MainMenuScreen.ReturnToMainMenu(null, null);
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GUI.SettingsMenuOpen = false;
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return true;
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}
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};
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//spacing
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new GUIFrame(new RectTransform(new Vector2(1.0f, 0.02f), generalLayoutGroup.RectTransform), style: null);
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@@ -184,63 +184,6 @@ namespace Barotrauma.Items.Components
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}
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}
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}
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public void ApplyTo(RectTransform target)
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{
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if (RelativeOffset.HasValue)
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{
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target.RelativeOffset = RelativeOffset.Value;
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}
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else if (AbsoluteOffset.HasValue)
|
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{
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target.AbsoluteOffset = AbsoluteOffset.Value;
|
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}
|
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if (RelativeSize.HasValue)
|
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{
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target.RelativeSize = RelativeSize.Value;
|
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}
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else if (AbsoluteSize.HasValue)
|
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{
|
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target.NonScaledSize = AbsoluteSize.Value;
|
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}
|
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if (Anchor.HasValue)
|
||||
{
|
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target.Anchor = Anchor.Value;
|
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}
|
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if (Pivot.HasValue)
|
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{
|
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target.Pivot = Pivot.Value;
|
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}
|
||||
else
|
||||
{
|
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target.Pivot = RectTransform.MatchPivotToAnchor(target.Anchor);
|
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}
|
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target.RecalculateChildren(true, true);
|
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}
|
||||
}
|
||||
|
||||
public GUIFrame GuiFrame { get; protected set; }
|
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|
||||
[Serialize(false, false)]
|
||||
public bool AllowUIOverlap
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
private ItemComponent linkToUIComponent;
|
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[Serialize("", false)]
|
||||
public string LinkUIToComponent
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(0, false)]
|
||||
public int HudPriority
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
private bool shouldMuffleLooping;
|
||||
|
||||
@@ -918,6 +918,24 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
|
||||
|
||||
private void ReadAchievement(NetIncomingMessage inc)
|
||||
{
|
||||
string achievementIdentifier = inc.ReadString();
|
||||
SteamAchievementManager.UnlockAchievement(achievementIdentifier);
|
||||
}
|
||||
|
||||
private void ReadPermissions(NetIncomingMessage inc)
|
||||
{
|
||||
List<string> permittedConsoleCommands = new List<string>();
|
||||
byte clientID = inc.ReadByte();
|
||||
|
||||
waitInServerQueueBox?.Close();
|
||||
waitInServerQueueBox = null;
|
||||
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
|
||||
|
||||
private void ReadAchievement(NetIncomingMessage inc)
|
||||
{
|
||||
string achievementIdentifier = inc.ReadString();
|
||||
@@ -1292,6 +1310,9 @@ namespace Barotrauma.Networking
|
||||
byte botCount = inc.ReadByte();
|
||||
BotSpawnMode botSpawnMode = inc.ReadBoolean() ? BotSpawnMode.Fill : BotSpawnMode.Normal;
|
||||
|
||||
byte botCount = inc.ReadByte();
|
||||
BotSpawnMode botSpawnMode = inc.ReadBoolean() ? BotSpawnMode.Fill : BotSpawnMode.Normal;
|
||||
|
||||
byte botCount = inc.ReadByte();
|
||||
BotSpawnMode botSpawnMode = inc.ReadBoolean() ? BotSpawnMode.Fill : BotSpawnMode.Normal;
|
||||
|
||||
|
||||
@@ -431,9 +431,6 @@ namespace Barotrauma.Particles
|
||||
{
|
||||
drawPosition = Timing.Interpolate(prevPosition, position);
|
||||
drawRotation = Timing.Interpolate(prevRotation, rotation);
|
||||
|
||||
prevPosition = position;
|
||||
prevRotation = rotation;
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch)
|
||||
|
||||
@@ -401,117 +401,6 @@ namespace Barotrauma
|
||||
UpdateSourceRect(limb, newRect);
|
||||
}
|
||||
}
|
||||
UpdateJointCreation();
|
||||
if (PlayerInput.KeyHit(Keys.Left))
|
||||
{
|
||||
foreach (var limb in selectedLimbs)
|
||||
{
|
||||
var newRect = limb.ActiveSprite.SourceRect;
|
||||
newRect.X--;
|
||||
UpdateSourceRect(limb, newRect);
|
||||
}
|
||||
}
|
||||
if (PlayerInput.KeyHit(Keys.Right))
|
||||
{
|
||||
foreach (var limb in selectedLimbs)
|
||||
{
|
||||
var newRect = limb.ActiveSprite.SourceRect;
|
||||
newRect.X++;
|
||||
UpdateSourceRect(limb, newRect);
|
||||
}
|
||||
}
|
||||
if (PlayerInput.KeyHit(Keys.Down))
|
||||
{
|
||||
foreach (var limb in selectedLimbs)
|
||||
{
|
||||
var newRect = limb.ActiveSprite.SourceRect;
|
||||
newRect.Y++;
|
||||
UpdateSourceRect(limb, newRect);
|
||||
}
|
||||
}
|
||||
if (PlayerInput.KeyHit(Keys.Up))
|
||||
{
|
||||
foreach (var limb in selectedLimbs)
|
||||
{
|
||||
var newRect = limb.ActiveSprite.SourceRect;
|
||||
newRect.Y--;
|
||||
UpdateSourceRect(limb, newRect);
|
||||
}
|
||||
}
|
||||
UpdateJointCreation();
|
||||
if (PlayerInput.KeyHit(Keys.Left))
|
||||
{
|
||||
foreach (var limb in selectedLimbs)
|
||||
{
|
||||
var newRect = limb.ActiveSprite.SourceRect;
|
||||
newRect.X--;
|
||||
UpdateSourceRect(limb, newRect);
|
||||
}
|
||||
}
|
||||
if (PlayerInput.KeyHit(Keys.Right))
|
||||
{
|
||||
foreach (var limb in selectedLimbs)
|
||||
{
|
||||
var newRect = limb.ActiveSprite.SourceRect;
|
||||
newRect.X++;
|
||||
UpdateSourceRect(limb, newRect);
|
||||
}
|
||||
}
|
||||
if (PlayerInput.KeyHit(Keys.Down))
|
||||
{
|
||||
foreach (var limb in selectedLimbs)
|
||||
{
|
||||
var newRect = limb.ActiveSprite.SourceRect;
|
||||
newRect.Y++;
|
||||
UpdateSourceRect(limb, newRect);
|
||||
}
|
||||
}
|
||||
if (PlayerInput.KeyHit(Keys.Up))
|
||||
{
|
||||
foreach (var limb in selectedLimbs)
|
||||
{
|
||||
var newRect = limb.ActiveSprite.SourceRect;
|
||||
newRect.Y--;
|
||||
UpdateSourceRect(limb, newRect);
|
||||
}
|
||||
}
|
||||
UpdateJointCreation();
|
||||
if (PlayerInput.KeyHit(Keys.Left))
|
||||
{
|
||||
foreach (var limb in selectedLimbs)
|
||||
{
|
||||
var newRect = limb.ActiveSprite.SourceRect;
|
||||
newRect.X--;
|
||||
UpdateSourceRect(limb, newRect);
|
||||
}
|
||||
}
|
||||
if (PlayerInput.KeyHit(Keys.Right))
|
||||
{
|
||||
foreach (var limb in selectedLimbs)
|
||||
{
|
||||
var newRect = limb.ActiveSprite.SourceRect;
|
||||
newRect.X++;
|
||||
UpdateSourceRect(limb, newRect);
|
||||
}
|
||||
}
|
||||
if (PlayerInput.KeyHit(Keys.Down))
|
||||
{
|
||||
foreach (var limb in selectedLimbs)
|
||||
{
|
||||
var newRect = limb.ActiveSprite.SourceRect;
|
||||
newRect.Y++;
|
||||
UpdateSourceRect(limb, newRect);
|
||||
}
|
||||
}
|
||||
if (PlayerInput.KeyHit(Keys.Up))
|
||||
{
|
||||
foreach (var limb in selectedLimbs)
|
||||
{
|
||||
var newRect = limb.ActiveSprite.SourceRect;
|
||||
newRect.Y--;
|
||||
UpdateSourceRect(limb, newRect);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!isFreezed)
|
||||
{
|
||||
|
||||
@@ -909,6 +909,9 @@
|
||||
<Content Include="$(MSBuildThisFileDirectory)Content\Lights\pointlight_falloff.png">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="$(MSBuildThisFileDirectory)Content\Map\AlienRuins.png">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="$(MSBuildThisFileDirectory)Content\Map\bWall_Airlock_A1.png">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
@@ -3322,4 +3325,4 @@
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\GameSession\HireManager.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Animation\HumanoidAnimParams.cs" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
@@ -1200,6 +1200,32 @@ namespace Barotrauma
|
||||
NewLineOnAttributes = true
|
||||
};
|
||||
|
||||
#if CLIENT
|
||||
if (Tutorial.Tutorials != null)
|
||||
{
|
||||
foreach (Tutorial tutorial in Tutorial.Tutorials)
|
||||
{
|
||||
if (tutorial.Completed && !CompletedTutorialNames.Contains(tutorial.Name))
|
||||
{
|
||||
CompletedTutorialNames.Add(tutorial.Name);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
var tutorialElement = new XElement("tutorials");
|
||||
foreach (string tutorialName in CompletedTutorialNames)
|
||||
{
|
||||
tutorialElement.Add(new XElement("Tutorial", new XAttribute("name", tutorialName)));
|
||||
}
|
||||
doc.Root.Add(tutorialElement);
|
||||
|
||||
XmlWriterSettings settings = new XmlWriterSettings
|
||||
{
|
||||
Indent = true,
|
||||
OmitXmlDeclaration = true,
|
||||
NewLineOnAttributes = true
|
||||
};
|
||||
|
||||
#if CLIENT
|
||||
if (Tutorial.Tutorials != null)
|
||||
{
|
||||
|
||||
@@ -169,78 +169,6 @@ namespace Barotrauma.Items.Components
|
||||
return base.Select(character);
|
||||
}
|
||||
|
||||
public override bool Select(Character character)
|
||||
{
|
||||
if (item.Container != null) { return false; }
|
||||
|
||||
if (AutoInteractWithContained)
|
||||
{
|
||||
foreach (Item contained in Inventory.Items)
|
||||
{
|
||||
if (contained == null) continue;
|
||||
if (contained.TryInteract(character))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return base.Select(character);
|
||||
}
|
||||
|
||||
public override bool Select(Character character)
|
||||
{
|
||||
if (item.Container != null) { return false; }
|
||||
|
||||
if (AutoInteractWithContained)
|
||||
{
|
||||
foreach (Item contained in Inventory.Items)
|
||||
{
|
||||
if (contained == null) continue;
|
||||
if (contained.TryInteract(character))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return base.Select(character);
|
||||
}
|
||||
|
||||
public override bool Select(Character character)
|
||||
{
|
||||
if (item.Container != null) { return false; }
|
||||
|
||||
if (AutoInteractWithContained)
|
||||
{
|
||||
foreach (Item contained in Inventory.Items)
|
||||
{
|
||||
if (contained == null) continue;
|
||||
if (contained.TryInteract(character))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return base.Select(character);
|
||||
}
|
||||
|
||||
public override bool Select(Character character)
|
||||
{
|
||||
if (item.Container != null) { return false; }
|
||||
|
||||
if (AutoInteractWithContained)
|
||||
{
|
||||
foreach (Item contained in Inventory.Items)
|
||||
{
|
||||
if (contained == null) continue;
|
||||
if (contained.TryInteract(character))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return base.Select(character);
|
||||
}
|
||||
|
||||
public override bool Pick(Character picker)
|
||||
{
|
||||
if (AutoInteractWithContained)
|
||||
|
||||
@@ -430,13 +430,6 @@ namespace Barotrauma
|
||||
}
|
||||
CurrentLocation.SelectedMissionIndex = missionIndex;
|
||||
|
||||
//the destination must be the same as the destination of the mission
|
||||
if (CurrentLocation.SelectedMission != null &&
|
||||
CurrentLocation.SelectedMission.Locations[1] != SelectedLocation)
|
||||
{
|
||||
SelectLocation(CurrentLocation.SelectedMission.Locations[1]);
|
||||
}
|
||||
|
||||
SelectedLocation = location;
|
||||
SelectedConnection = connections.Find(c => c.Locations.Contains(CurrentLocation) && c.Locations.Contains(SelectedLocation));
|
||||
OnLocationSelected?.Invoke(SelectedLocation, SelectedConnection);
|
||||
|
||||
@@ -160,16 +160,6 @@ namespace Barotrauma
|
||||
}
|
||||
#endif
|
||||
|
||||
public void SetState()
|
||||
{
|
||||
hit = binding.IsHit();
|
||||
if (hit) hitQueue = true;
|
||||
|
||||
held = binding.IsDown();
|
||||
if (held) heldQueue = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
public bool Hit
|
||||
{
|
||||
get
|
||||
|
||||
Reference in New Issue
Block a user