Warning texts when water pressure is increasing to dangerous levels and when running out of oxygen, added a method for invoking an arbitrary action after a delay to CoroutineManager
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@@ -548,16 +548,28 @@ namespace Barotrauma
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public static void AddMessage(string message, Color color, float lifeTime = 3.0f, bool playSound = true)
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{
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if (messages.Count>0 && messages[messages.Count-1].Text == message)
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if (messages.Count > 0 && messages[messages.Count - 1].Text == message)
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{
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messages[messages.Count - 1].LifeTime = lifeTime;
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return;
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}
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Vector2 currPos = new Vector2(GameMain.GraphicsWidth / 2.0f, GameMain.GraphicsHeight * 0.7f);
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currPos.Y += messages.Count * 30;
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Vector2 pos = new Vector2(GameMain.GraphicsWidth / 2.0f, GameMain.GraphicsHeight * 0.7f);
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pos.Y += messages.FindAll(m => m.Centered).Count * 30;
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messages.Add(new GUIMessage(message, color, currPos, lifeTime));
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messages.Add(new GUIMessage(message, color, pos, lifeTime, Alignment.Center, true));
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if (playSound) PlayUISound(GUISoundType.Message);
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}
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public static void AddMessage(string message, Vector2 position, Alignment alignment, Color color, float lifeTime = 3.0f, bool playSound = true)
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{
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if (messages.Count > 0 && messages[messages.Count - 1].Text == message)
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{
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messages[messages.Count - 1].LifeTime = lifeTime;
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return;
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}
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messages.Add(new GUIMessage(message, color, position, lifeTime, alignment, false));
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if (playSound) PlayUISound(GUISoundType.Message);
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}
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@@ -587,23 +599,24 @@ namespace Barotrauma
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alpha -= 1.0f - msg.LifeTime;
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}
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msg.Pos = MathUtils.SmoothStep(msg.Pos, currPos, deltaTime*20.0f);
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if (msg.Centered)
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{
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msg.Pos = MathUtils.SmoothStep(msg.Pos, currPos, deltaTime * 20.0f);
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currPos.Y += 30.0f;
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}
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Font.DrawString(spriteBatch, msg.Text,
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new Vector2((int)msg.Pos.X - 1, (int)msg.Pos.Y - 1),
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Color.Black * alpha*0.5f, 0.0f,
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new Vector2((int)(0.5f * msg.Size.X), (int)(0.5f * msg.Size.Y)), 1.0f, SpriteEffects.None, 0.0f);
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Color.Black * alpha * 0.5f, 0.0f,
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msg.Origin, 1.0f, SpriteEffects.None, 0.0f);
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Font.DrawString(spriteBatch, msg.Text,
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new Vector2((int)msg.Pos.X, (int)msg.Pos.Y),
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new Vector2((int)msg.Pos.X, (int)msg.Pos.Y),
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msg.Color * alpha, 0.0f,
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new Vector2((int)(0.5f * msg.Size.X), (int)(0.5f * msg.Size.Y)), 1.0f, SpriteEffects.None, 0.0f);
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msg.Origin, 1.0f, SpriteEffects.None, 0.0f);
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currPos.Y += 30.0f;
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messages[0].LifeTime -= deltaTime/i;
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messages[0].LifeTime -= deltaTime / i;
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i++;
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}
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