further fixing
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@ -1,9 +1,9 @@
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fullButtonData = {
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fullButtonData = {
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{ id = "1", width = "84", height = "33", offsetX = "1", offsetY = "2" }, -- Act/Agenda
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{ id = "1", width = "84", height = "33", offsetX = "1", offsetY = "2" }, -- Act/Agenda
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{ id = "2", width = "78", height = "69", offsetX = "1", offsetY = "-62" }, -- Map
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{ id = "2", width = "78", height = "69", offsetX = "1", offsetY = "-62" }, -- Map
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{ id = "3", width = "36", height = "70", offsetX = "-62", offsetY = "-66" }, -- Green
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{ id = "3", width = "70", height = "36", offsetX = "-36", offsetY = "-126" }, -- White
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{ id = "4", width = "70", height = "36", offsetX = "-36", offsetY = "-126" }, -- White
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{ id = "4", width = "70", height = "36", offsetX = "39", offsetY = "-126" }, -- Orange
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{ id = "5", width = "70", height = "36", offsetX = "39", offsetY = "-126" }, -- Orange
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{ id = "5", width = "36", height = "70", offsetX = "-62", offsetY = "-66" }, -- Green
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{ id = "6", width = "36", height = "70", offsetX = "64", offsetY = "-66" }, -- Red
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{ id = "6", width = "36", height = "70", offsetX = "64", offsetY = "-66" }, -- Red
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{ id = "7", width = "38", height = "38", offsetX = "-64", offsetY = "-3" }, -- Victory
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{ id = "7", width = "38", height = "38", offsetX = "-64", offsetY = "-3" }, -- Victory
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{ id = "8", width = "40", height = "40", offsetX = "66", offsetY = "-3" }, -- Guide
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{ id = "8", width = "40", height = "40", offsetX = "66", offsetY = "-3" }, -- Guide
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@ -24,9 +24,9 @@ fullButtonData = {
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playButtonData = {
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playButtonData = {
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{ id = "1", width = "80", height = "33", offsetX = "0", offsetY = "55" },
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{ id = "1", width = "80", height = "33", offsetX = "0", offsetY = "55" },
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{ id = "2", width = "78", height = "70", offsetX = "0", offsetY = "-8" },
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{ id = "2", width = "78", height = "70", offsetX = "0", offsetY = "-8" },
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{ id = "3", width = "35", height = "66", offsetX = "-65", offsetY = "-10" },
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{ id = "3", width = "68", height = "32", offsetX = "-36", offsetY = "-71" },
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{ id = "4", width = "68", height = "32", offsetX = "-36", offsetY = "-71" },
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{ id = "4", width = "68", height = "32", offsetX = "36", offsetY = "-71" },
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{ id = "5", width = "68", height = "32", offsetX = "36", offsetY = "-71" },
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{ id = "5", width = "35", height = "66", offsetX = "-65", offsetY = "-10" },
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{ id = "6", width = "35", height = "66", offsetX = "65", offsetY = "-10" },
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{ id = "6", width = "35", height = "66", offsetX = "65", offsetY = "-10" },
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{ id = "7", width = "38", height = "38", offsetX = "-66", offsetY = "52" },
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{ id = "7", width = "38", height = "38", offsetX = "-66", offsetY = "52" },
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{ id = "8", width = "38", height = "38", offsetX = "66", offsetY = "52" },
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{ id = "8", width = "38", height = "38", offsetX = "66", offsetY = "52" },
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@ -251,7 +251,7 @@ function setVisibility(type, color)
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end
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end
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function getColors(color)
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function getColors(color)
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local playerCount = getPlayerCount()
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local playerCount = #getSeatedPlayers()
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if playerCount == 0 then
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if playerCount == 0 then
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return {}
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return {}
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@ -536,7 +536,7 @@ function loadCamera(player, _, idValue)
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local newMatColor = getPlayerColorForIndex(newMatIndex)
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local newMatColor = getPlayerColorForIndex(newMatIndex)
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if newMatColor ~= nil then
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if newMatColor ~= nil then
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local playerCount = getPlayerCount()
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local playerCount = #getSeatedPlayers()
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if playerCount <= 1 or playermatData[playerIndex].claims[newMatIndex] then
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if playerCount <= 1 or playermatData[playerIndex].claims[newMatIndex] then
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player.changeColor(newMatColor)
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player.changeColor(newMatColor)
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@ -579,7 +579,7 @@ function loadCamera(player, _, idValue)
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if index > 3 and index < 6 then
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if index > 3 and index < 6 then
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dx = maxX - minX
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dx = maxX - minX
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dz = (maxZ - minZ) / 1.6 -- screen ratio * 1.2 (for my macbook pro, no idea how to generalize this)
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dz = (maxZ - minZ) / 1.6 -- screen ratio * 1.2 (for my macbook pro, no idea how to generalize this)
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yaw = 90
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yaw = playermatData[newMatIndex].orientation.y + 180
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-- offset is to move it a bit up and right, so the cards/toolbar don't block anything
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-- offset is to move it a bit up and right, so the cards/toolbar don't block anything
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centerX = (minX + maxX) / 2 - dx * playermatData[newMatIndex].xOffset
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centerX = (minX + maxX) / 2 - dx * playermatData[newMatIndex].xOffset
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@ -608,7 +608,7 @@ function loadCamera(player, _, idValue)
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end
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end
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function beginSetCamera(object, color)
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function beginSetCamera(object, color)
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if getPlayerCount() == 0 then return end
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if #getSeatedPlayers() == 0 then return end
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if getIndexForPlayerColor(color) < 0 then return end
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if getIndexForPlayerColor(color) < 0 then return end
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editing = true
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editing = true
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@ -623,7 +623,7 @@ function updateEditCamera(params)
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end
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end
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function beginClaimColor(object, color)
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function beginClaimColor(object, color)
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if getPlayerCount() == 0 then return end
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if #getSeatedPlayers() == 0 then return end
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if getIndexForPlayerColor(color) < 0 then return end
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if getIndexForPlayerColor(color) < 0 then return end
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claiming = true
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claiming = true
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@ -631,43 +631,17 @@ function beginClaimColor(object, color)
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end
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end
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function resetClaimColors(object, color)
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function resetClaimColors(object, color)
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if getPlayerCount() == 0 then return end
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if #getSeatedPlayers() == 0 then return end
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if getIndexForPlayerColor(color) < 0 then return end
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if getIndexForPlayerColor(color) < 0 then return end
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for c1 = 1, 4 do
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for i = 1, 4 do
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for c2 = 1, 4 do
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for j = 1, 4 do
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if c1 == c2 then
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playermatData[i].claims[j] = (i == j)
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playermatData[c1].claims[c2] = true
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else
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playermatData[c1].claims[c2] = false
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end
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end
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end
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end
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end
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end
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end
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-- helper functions
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-- helper functions
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function getPlayerCount()
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local playerCount = 0
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local playerColors = {}
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for i = 1, 4 do
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local guid = playermatData[i].guid
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local mat = getObjectFromGUID(guid)
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local color = mat.getVar('playerColor')
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playerColors[i] = color
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end
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for _, v in ipairs(getSeatedPlayers()) do
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for _, vv in ipairs(playerColors) do
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if v == vv then
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playerCount = playerCount + 1
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end
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end
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end
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return playerCount
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end
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function getPlayerColorForIndex(index)
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function getPlayerColorForIndex(index)
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local color = { "White", "Orange", "Green", "Red" }
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local color = { "White", "Orange", "Green", "Red" }
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return color[index]
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return color[index]
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