Всякое по мелочи (#148)
* fix: у мартышек снова отображается одежда * fix: с зеркалом снова можно взаимодействовать * tweak: шлюзы культа теперь работают как двери, а не шлюзы * remove: убрано отображение текущего патрона у револьверов * add: новые плитки для мапперов
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@@ -434,7 +434,7 @@ public sealed partial class GunSystem
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}));
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}
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public void Update(int currentIndex, bool?[] bullets)
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public void Update(bool?[] bullets)
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{
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_bulletsList.RemoveAllChildren();
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var capacity = bullets.Length;
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@@ -456,10 +456,10 @@ public sealed partial class GunSystem
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var texture = StaticIoC.ResC.GetTexture(texturePath);
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var spentTexture = StaticIoC.ResC.GetTexture("/Textures/Interface/ItemStatus/Bullets/empty.png");
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FillBulletRow(currentIndex, bullets, _bulletsList, texture, spentTexture);
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FillBulletRow(bullets, _bulletsList, texture, spentTexture);
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}
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private void FillBulletRow(int currentIndex, bool?[] bullets, Control container, Texture texture, Texture emptyTexture)
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private void FillBulletRow(bool?[] bullets, Control container, Texture texture, Texture emptyTexture)
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{
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var capacity = bullets.Length;
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var colorA = Color.FromHex("#b68f0e");
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@@ -467,7 +467,6 @@ public sealed partial class GunSystem
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var colorSpentA = Color.FromHex("#b50e25");
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var colorSpentB = Color.FromHex("#d3745f");
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var colorGoneA = Color.FromHex("#000000");
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var colorGoneB = Color.FromHex("#222222");
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var altColor = false;
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var scale = 1.3f;
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@@ -480,15 +479,6 @@ public sealed partial class GunSystem
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{
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MinSize = texture.Size * scale,
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};
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if (i == currentIndex)
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{
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box.AddChild(new TextureRect
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{
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Texture = texture,
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TextureScale = new Vector2(scale, scale),
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ModulateSelfOverride = Color.LimeGreen,
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});
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}
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Color color;
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Texture bulletTexture = texture;
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@@ -506,7 +496,7 @@ public sealed partial class GunSystem
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}
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else
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{
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color = altColor ? colorGoneA : colorGoneB;
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color = colorGoneA;
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}
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box.AddChild(new TextureRect
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