Merge remote-tracking branch 'barotrauma/master' into new-netcode
# Conflicts: # Subsurface/Properties/AssemblyInfo.cs # Subsurface/Source/Characters/AI/EnemyAIController.cs # Subsurface/Source/Characters/AICharacter.cs # Subsurface/Source/Characters/Character.cs # Subsurface/Source/Items/Components/Signal/Connection.cs # Subsurface/Source/Items/Item.cs # Subsurface/Source/Map/Structure.cs # Subsurface/Source/Networking/GameClient.cs # Subsurface/Source/Networking/GameServer.cs # Subsurface/Source/Screens/NetLobbyScreen.cs
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@@ -12,7 +12,7 @@ namespace Barotrauma.Items.Components
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{
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private static Texture2D panelTexture;
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private static Sprite connector;
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private static Sprite wireCorner, wireVertical, wireHorizontal;
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private static Sprite wireVertical;
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//how many wires can be linked to a single connector
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public const int MaxLinked = 5;
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@@ -67,9 +67,7 @@ namespace Barotrauma.Items.Components
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connector = new Sprite(panelTexture, new Rectangle(470, 102, 19,43), Vector2.Zero, 0.0f);
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connector.Origin = new Vector2(9.5f, 10.0f);
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wireCorner = new Sprite(panelTexture, new Rectangle(448, 0, 64, 64), new Vector2(-32.0f, -32.0f), 0.0f);
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wireVertical = new Sprite(panelTexture, new Rectangle(408, 1, 11, 102), Vector2.Zero, 0.0f);
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wireHorizontal = new Sprite(panelTexture, new Rectangle(496, 64, 16, 16), new Vector2(-8.0f, -8.0f), 0.0f);
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}
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this.item = item;
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@@ -242,9 +240,7 @@ namespace Barotrauma.Items.Components
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Vector2 leftWirePos = new Vector2(x+5, y + 30);
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int wireInterval = (height - 20) / Math.Max(totalWireCount,1);
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float rightWireX = x + width;
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float leftWireX = x;
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foreach (Connection c in panel.Connections)
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{
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//if dragging a wire, let the Inventory know so that the wire can be
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@@ -284,6 +280,18 @@ namespace Barotrauma.Items.Components
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}
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}
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if (draggingConnected != null)
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{
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DrawWire(spriteBatch, draggingConnected, draggingConnected.Item, PlayerInput.MousePosition, new Vector2(x + width / 2, y + height), mouseInRect, false);
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if (!PlayerInput.LeftButtonHeld())
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{
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panel.Item.NewComponentEvent(panel, true, true);
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//draggingConnected.Drop(Character);
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draggingConnected = null;
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}
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}
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//if the Character using the panel has a wire item equipped
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//and the wire hasn't been connected yet, draw it on the panel
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if (equippedWire!=null)
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