Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Items/Components/Signal/ConnectionPanel.cs
T
juanjp600 4d225c65f2 Updated to MonoGame 3.6 + Directory refactor
- Barotrauma's projects are in the Barotrauma directory
- All libraries are in the Libraries directory
- MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?)
- NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred
- Removed Content/effects.mgfx as it didn't seem to be used anywhere
- Removed some references to Subsurface directory
- Renamed Launcher2 to Launcher
2017-06-27 09:52:57 -03:00

52 lines
1.8 KiB
C#

using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Linq;
using System.Collections.Generic;
using System.Xml.Linq;
using Lidgren.Network;
namespace Barotrauma.Items.Components
{
partial class ConnectionPanel : ItemComponent, IServerSerializable, IClientSerializable
{
public override void UpdateHUD(Character character)
{
if (character != Character.Controlled || character != user) return;
if (Screen.Selected != GameMain.EditMapScreen &&
character.IsKeyHit(InputType.Select) &&
character.SelectedConstruction == this.item) character.SelectedConstruction = null;
if (HighlightedWire != null)
{
HighlightedWire.Item.IsHighlighted = true;
if (HighlightedWire.Connections[0] != null && HighlightedWire.Connections[0].Item != null) HighlightedWire.Connections[0].Item.IsHighlighted = true;
if (HighlightedWire.Connections[1] != null && HighlightedWire.Connections[1].Item != null) HighlightedWire.Connections[1].Item.IsHighlighted = true;
}
}
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
{
if (character != Character.Controlled || character != user) return;
HighlightedWire = null;
Connection.DrawConnections(spriteBatch, this, character);
}
public override XElement Save(XElement parentElement)
{
XElement componentElement = base.Save(parentElement);
foreach (Connection c in Connections)
{
c.Save(componentElement);
}
return componentElement;
}
}
}