v0.10.5.1
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@@ -36,6 +36,8 @@ namespace Barotrauma
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public float OffsetAnimSpeed { get; private set; }
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private float rotationSpeedRadians;
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private float absRotationSpeedRadians;
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[Serialize(0.0f, true), Editable]
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public float RotationSpeed
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{
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@@ -46,6 +48,7 @@ namespace Barotrauma
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private set
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{
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rotationSpeedRadians = MathHelper.ToRadians(value);
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absRotationSpeedRadians = Math.Abs(rotationSpeedRadians);
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}
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}
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@@ -121,43 +124,46 @@ namespace Barotrauma
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}
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}
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public Vector2 GetOffset(ref float offsetState)
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public Vector2 GetOffset(ref float offsetState, float rotation = 0.0f)
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{
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if (OffsetAnimSpeed <= 0.0f)
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Vector2 offset = Offset;
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if (OffsetAnimSpeed > 0.0f)
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{
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return Offset;
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}
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switch (OffsetAnim)
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{
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case AnimationType.Sine:
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offsetState %= (MathHelper.TwoPi / OffsetAnimSpeed);
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return Offset * (float)Math.Sin(offsetState * OffsetAnimSpeed);
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case AnimationType.Noise:
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offsetState %= (1.0f / (OffsetAnimSpeed * 0.1f));
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switch (OffsetAnim)
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{
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case AnimationType.Sine:
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offsetState %= (MathHelper.TwoPi / OffsetAnimSpeed);
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offset *= (float)Math.Sin(offsetState * OffsetAnimSpeed);
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break;
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case AnimationType.Noise:
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offsetState %= 1.0f / (OffsetAnimSpeed * 0.1f);
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float t = offsetState * 0.1f * OffsetAnimSpeed;
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return new Vector2(
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Offset.X * (PerlinNoise.GetPerlin(t, t) - 0.5f),
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Offset.Y * (PerlinNoise.GetPerlin(t + 0.5f, t + 0.5f) - 0.5f));
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default:
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return Offset;
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float t = offsetState * 0.1f * OffsetAnimSpeed;
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offset = new Vector2(
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offset.X * (PerlinNoise.GetPerlin(t, t) - 0.5f),
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offset.Y * (PerlinNoise.GetPerlin(t + 0.5f, t + 0.5f) - 0.5f));
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break;
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}
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}
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if (Math.Abs(rotation) > 0.01f)
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{
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Matrix transform = Matrix.CreateRotationZ(rotation);
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offset = Vector2.Transform(offset, transform);
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}
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return offset;
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}
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public float GetRotation(ref float rotationState)
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{
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if (rotationSpeedRadians <= 0.0f)
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{
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return rotationRadians;
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}
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RotationSpeed = -Math.Abs(RotationSpeed);
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switch (RotationAnim)
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{
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case AnimationType.Sine:
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rotationState = rotationState % (MathHelper.TwoPi / rotationSpeedRadians);
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rotationState %= MathHelper.TwoPi / absRotationSpeedRadians;
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return rotationRadians * (float)Math.Sin(rotationState * rotationSpeedRadians);
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case AnimationType.Noise:
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rotationState = rotationState % (1.0f / rotationSpeedRadians);
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return rotationRadians * (PerlinNoise.GetPerlin(rotationState * rotationSpeedRadians, rotationState * rotationSpeedRadians) - 0.5f);
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rotationState %= 1.0f / absRotationSpeedRadians;
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return rotationRadians * (PerlinNoise.GetPerlin(rotationState * absRotationSpeedRadians, rotationState * absRotationSpeedRadians) - 0.5f);
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default:
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return rotationState * rotationSpeedRadians;
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}
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