(50c25dbf6) Added a "back" button that closes the credits, minor credits tweaks
This commit is contained in:
@@ -91,7 +91,7 @@ namespace Barotrauma
|
||||
|
||||
GUI.SmallFont.DrawString(spriteBatch,
|
||||
currentNode.ID.ToString(),
|
||||
new Vector2(currentNode.DrawPosition.X - 10, -currentNode.DrawPosition.Y - 30),
|
||||
new Vector2(currentNode.DrawPosition.X + 20, -currentNode.DrawPosition.Y - 20),
|
||||
Color.Red);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using FarseerPhysics;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -38,20 +37,16 @@ namespace Barotrauma
|
||||
var currentOrder = ObjectiveManager.CurrentOrder;
|
||||
if (currentOrder != null)
|
||||
{
|
||||
GUI.DrawString(spriteBatch, pos + textOffset, $"ORDER: {currentOrder.DebugTag} ({currentOrder.GetPriority().FormatZeroDecimal()})", Color.White, Color.Black);
|
||||
}
|
||||
else if (ObjectiveManager.WaitTimer > 0)
|
||||
{
|
||||
GUI.DrawString(spriteBatch, pos + textOffset, $"Waiting... {ObjectiveManager.WaitTimer.FormatZeroDecimal()}", Color.White, Color.Black);
|
||||
GUI.DrawString(spriteBatch, pos + textOffset, $"ORDER: {currentOrder.DebugTag} ({currentOrder.GetPriority(ObjectiveManager).FormatZeroDecimal()})", Color.White, Color.Black);
|
||||
}
|
||||
var currentObjective = ObjectiveManager.CurrentObjective;
|
||||
if (currentObjective != null)
|
||||
{
|
||||
GUI.DrawString(spriteBatch, pos + textOffset + new Vector2(0, 20), $"OBJECTIVE: {currentObjective.DebugTag} ({currentObjective.GetPriority().FormatZeroDecimal()})", Color.White, Color.Black);
|
||||
var subObjective = currentObjective.SubObjectives.FirstOrDefault();
|
||||
GUI.DrawString(spriteBatch, pos + textOffset + new Vector2(0, 20), $"OBJECTIVE: {currentObjective.DebugTag} ({currentObjective.GetPriority(ObjectiveManager).FormatZeroDecimal()})", Color.White, Color.Black);
|
||||
var subObjective = currentObjective.CurrentSubObjective;
|
||||
if (subObjective != null)
|
||||
{
|
||||
GUI.DrawString(spriteBatch, pos + textOffset + new Vector2(0, 40), $"SUBOBJECTIVE: {subObjective.DebugTag} ({subObjective.GetPriority().FormatZeroDecimal()})", Color.White, Color.Black);
|
||||
GUI.DrawString(spriteBatch, pos + textOffset + new Vector2(0, 40), $"SUBOBJECTIVE: {subObjective.DebugTag} ({subObjective.GetPriority(ObjectiveManager).FormatZeroDecimal()})", Color.White, Color.Black);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -80,8 +75,8 @@ namespace Barotrauma
|
||||
|
||||
GUI.SmallFont.DrawString(spriteBatch,
|
||||
currentNode.ID.ToString(),
|
||||
new Vector2(currentNode.DrawPosition.X - 10, -currentNode.DrawPosition.Y - 30),
|
||||
Color.Blue);
|
||||
new Vector2(currentNode.DrawPosition.X + 20, -currentNode.DrawPosition.Y - 20),
|
||||
Color.SkyBlue);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -152,6 +152,32 @@ namespace Barotrauma
|
||||
|
||||
}
|
||||
|
||||
if (character.MemLocalState.Count > 120) character.MemLocalState.RemoveRange(0, character.MemLocalState.Count - 120);
|
||||
character.MemState.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
partial void ImpactProjSpecific(float impact, Body body)
|
||||
{
|
||||
float volume = MathHelper.Clamp(impact - 3.0f, 0.5f, 1.0f);
|
||||
|
||||
if (body.UserData is Limb limb && character.Stun <= 0f)
|
||||
{
|
||||
if (impact > 3.0f) { PlayImpactSound(limb); }
|
||||
}
|
||||
else if (body.UserData is Limb || body == Collider.FarseerBody)
|
||||
{
|
||||
if (!character.IsRemotePlayer && impact > ImpactTolerance)
|
||||
{
|
||||
SoundPlayer.PlayDamageSound("LimbBlunt", strongestImpact, Collider);
|
||||
}
|
||||
}
|
||||
if (Character.Controlled == character)
|
||||
{
|
||||
GameMain.GameScreen.Cam.Shake = Math.Min(Math.Max(strongestImpact, GameMain.GameScreen.Cam.Shake), 3.0f);
|
||||
}
|
||||
}
|
||||
|
||||
if (character.MemState.Count < 1) return;
|
||||
|
||||
overrideTargetMovement = Vector2.Zero;
|
||||
|
||||
Reference in New Issue
Block a user