(62a89ce6a) Refactor and fix priority calculations. WIP, but should already improve things.

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:05:53 +03:00
parent d0795791e7
commit ff5a819ad3
25 changed files with 142 additions and 65 deletions
@@ -312,25 +312,6 @@ namespace Barotrauma
return true;
};
playYourself = new GUITickBox(new RectTransform(new Vector2(0.06f, 0.06f), myCharacterFrame.RectTransform) { RelativeOffset = new Vector2(0.05f,0.05f) },
TextManager.Get("PlayYourself"))
{
Selected = true,
OnSelected = TogglePlayYourself,
UserData = "playyourself"
};
var toggleMyPlayerFrame = new GUIButton(new RectTransform(new Point(25, 70), myCharacterFrame.RectTransform, Anchor.TopLeft, Pivot.TopRight), "", style: "GUIButtonHorizontalArrow");
toggleMyPlayerFrame.OnClicked += (GUIButton btn, object userdata) =>
{
MyCharacterFrameOpen = !MyCharacterFrameOpen;
foreach (GUIComponent child in btn.Children)
{
child.SpriteEffects = MyCharacterFrameOpen ? SpriteEffects.FlipHorizontally : SpriteEffects.None;
}
return true;
};
playYourself = new GUITickBox(new RectTransform(new Vector2(0.06f, 0.06f), myCharacterFrame.RectTransform) { RelativeOffset = new Vector2(0.05f,0.05f) },
TextManager.Get("PlayYourself"))
{