v0.10.5.1
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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namespace Barotrauma
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{
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partial class Decal
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{
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public readonly DecalPrefab Prefab;
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private Vector2 position;
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private float fadeTimer;
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public readonly Sprite Sprite;
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public float FadeTimer
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{
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get { return fadeTimer; }
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set { fadeTimer = MathHelper.Clamp(value, 0.0f, LifeTime); }
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}
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public float FadeInTime
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{
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get { return Prefab.FadeInTime; }
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}
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public float FadeOutTime
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{
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get { return Prefab.FadeOutTime; }
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}
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public float LifeTime
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{
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get { return Prefab.LifeTime; }
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}
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private float baseAlpha = 1.0f;
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public float BaseAlpha
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{
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get { return baseAlpha; }
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}
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public Color Color
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{
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get;
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set;
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}
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public Vector2 WorldPosition
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{
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get
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{
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Vector2 worldPos = position
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+ clippedSourceRect.Size.ToVector2() / 2 * Scale
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+ hull.Rect.Location.ToVector2();
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if (hull.Submarine != null) { worldPos += hull.Submarine.DrawPosition; }
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return worldPos;
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}
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}
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public Vector2 Position
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{
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get { return position; }
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}
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public Vector2 NonClampedPosition
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{
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get;
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private set;
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}
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private readonly HashSet<BackgroundSection> affectedSections;
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private readonly Hull hull;
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public readonly float Scale;
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private Rectangle clippedSourceRect;
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private bool cleaned = false;
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public Decal(DecalPrefab prefab, float scale, Vector2 worldPosition, Hull hull)
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{
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Prefab = prefab;
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this.hull = hull;
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//transform to hull-relative coordinates so we don't have to worry about the hull moving
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NonClampedPosition = position = worldPosition - hull.WorldRect.Location.ToVector2();
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Vector2 drawPos = position + hull.Rect.Location.ToVector2();
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Sprite = prefab.Sprites[Rand.Range(0, prefab.Sprites.Count, Rand.RandSync.Unsynced)];
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Color = prefab.Color;
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Rectangle drawRect = new Rectangle(
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(int)(drawPos.X - Sprite.size.X / 2 * scale),
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(int)(drawPos.Y + Sprite.size.Y / 2 * scale),
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(int)(Sprite.size.X * scale),
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(int)(Sprite.size.Y * scale));
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Rectangle overFlowAmount = new Rectangle(
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(int)Math.Max(hull.Rect.X - drawRect.X, 0.0f),
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(int)Math.Max(drawRect.Y - hull.Rect.Y, 0.0f),
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(int)Math.Max(drawRect.Right - hull.Rect.Right, 0.0f),
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(int)Math.Max((hull.Rect.Y - hull.Rect.Height) - (drawRect.Y - drawRect.Height), 0.0f));
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clippedSourceRect = new Rectangle(
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Sprite.SourceRect.X + (int)(overFlowAmount.X / scale),
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Sprite.SourceRect.Y + (int)(overFlowAmount.Y / scale),
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Sprite.SourceRect.Width - (int)((overFlowAmount.X + overFlowAmount.Width) / scale),
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Sprite.SourceRect.Height - (int)((overFlowAmount.Y + overFlowAmount.Height) / scale));
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position -= new Vector2(Sprite.size.X / 2 * scale - overFlowAmount.X, -Sprite.size.Y / 2 * scale + overFlowAmount.Y);
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this.Scale = scale;
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foreach (BackgroundSection section in hull.GetBackgroundSectionsViaContaining(new Rectangle((int)position.X, (int)position.Y - drawRect.Height, drawRect.Width, drawRect.Height)))
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{
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affectedSections ??= new HashSet<BackgroundSection>();
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affectedSections.Add(section);
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}
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}
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public void Update(float deltaTime)
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{
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fadeTimer += deltaTime;
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}
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public void ForceRefreshFadeTimer(float val)
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{
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cleaned = false;
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fadeTimer = val;
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}
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public void StopFadeIn()
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{
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Color *= GetAlpha();
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fadeTimer = Prefab.FadeInTime;
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}
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public bool AffectsSection(BackgroundSection section)
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{
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return affectedSections != null && affectedSections.Contains(section);
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}
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public void Clean(float val)
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{
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cleaned = true;
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float sizeModifier = MathHelper.Clamp(Sprite.size.X * Sprite.size.Y * Scale / 10000, 1.0f, 25.0f);
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baseAlpha -= val * -1 / sizeModifier;
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}
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private float GetAlpha()
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{
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if (fadeTimer < Prefab.FadeInTime && !cleaned)
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{
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return baseAlpha * fadeTimer / Prefab.FadeInTime;
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}
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else if (cleaned || fadeTimer > Prefab.LifeTime - Prefab.FadeOutTime)
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{
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return baseAlpha * Math.Min((Prefab.LifeTime - fadeTimer) / Prefab.FadeOutTime, 1.0f);
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}
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return baseAlpha;
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}
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}
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}
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