Background sprites can be set to spawn on the sea floor, particle emitters can be attached to background sprites
This commit is contained in:
@@ -32,13 +32,17 @@ namespace Barotrauma
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class BackgroundSpriteManager
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{
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const int GridSize = 1000;
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const int GridSize = 2000;
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private List<BackgroundSpritePrefab> prefabs = new List<BackgroundSpritePrefab>();
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private List<BackgroundSprite>[,] sprites;
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private float swingTimer;
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private List<BackgroundSprite> visibleSprites = new List<BackgroundSprite>();
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private Rectangle currentGridIndices;
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private float swingTimer, swingState;
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public BackgroundSpriteManager(string configPath)
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{
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@@ -74,16 +78,8 @@ namespace Barotrauma
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{
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sprites = new List<BackgroundSprite>[
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(int)Math.Ceiling(level.Size.X / GridSize),
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(int)Math.Ceiling(level.Size.Y / GridSize)];
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for (int x = 0; x < sprites.GetLength(0); x++)
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{
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for (int y = 0; y < sprites.GetLength(1); y++)
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{
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sprites[x, y] = new List<BackgroundSprite>();
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}
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}
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(int)Math.Ceiling((level.Size.Y - level.BottomPos) / GridSize)];
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for (int i = 0 ; i < amount; i++)
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{
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BackgroundSpritePrefab prefab = GetRandomPrefab(level.GenerationParams.Name);
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@@ -133,14 +129,15 @@ namespace Barotrauma
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int maxX = (int)Math.Floor((spriteCorners.Max(c => c.X) + newSprite.Position.Z) / GridSize);
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if (minX < 0 || maxX >= sprites.GetLength(0)) continue;
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int minY = (int)Math.Floor((spriteCorners.Min(c => c.Y) - newSprite.Position.Z) / GridSize);
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int maxY = (int)Math.Floor((spriteCorners.Max(c => c.Y) + newSprite.Position.Z) / GridSize);
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int minY = (int)Math.Floor((spriteCorners.Min(c => c.Y) - newSprite.Position.Z - level.BottomPos) / GridSize);
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int maxY = (int)Math.Floor((spriteCorners.Max(c => c.Y) + newSprite.Position.Z - level.BottomPos) / GridSize);
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if (minY < 0 || maxY >= sprites.GetLength(1)) continue;
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for (int x = minX; x <= maxX; x++)
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{
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for (int y = minY; y <= maxY; y++)
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{
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if (sprites[x, y] == null) sprites[x, y] = new List<BackgroundSprite>();
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sprites[x, y].Add(newSprite);
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}
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}
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@@ -156,13 +153,17 @@ namespace Barotrauma
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Rand.Range(0.0f, level.Size.X, Rand.RandSync.ClientOnly),
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Rand.Range(0.0f, level.Size.Y, Rand.RandSync.ClientOnly));
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if (!prefab.SpawnOnWalls) return randomPos;
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if (prefab.SpawnPos == BackgroundSpritePrefab.SpawnPosType.None) return randomPos;
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List<GraphEdge> edges = new List<GraphEdge>();
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List<Vector2> normals = new List<Vector2>();
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var cells = level.GetCells(randomPos);
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System.Diagnostics.Debug.Assert(level.ExtraWalls.Length == 1);
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List<VoronoiCell> cells = new List<VoronoiCell>();
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if (prefab.SpawnPos.HasFlag(BackgroundSpritePrefab.SpawnPosType.Wall)) cells.AddRange(level.GetCells(randomPos));
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if (prefab.SpawnPos.HasFlag(BackgroundSpritePrefab.SpawnPosType.SeaFloor)) cells.AddRange(level.ExtraWalls[0].Cells);
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if (cells.Any())
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{
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VoronoiCell cell = cells[Rand.Int(cells.Count, Rand.RandSync.ClientOnly)];
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@@ -197,21 +198,24 @@ namespace Barotrauma
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normals.Add(normal);
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}
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}
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foreach (RuinGeneration.Ruin ruin in Level.Loaded.Ruins)
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if (prefab.SpawnPos.HasFlag(BackgroundSpritePrefab.SpawnPosType.RuinWall))
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{
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Rectangle expandedArea = ruin.Area;
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expandedArea.Inflate(ruin.Area.Width, ruin.Area.Height);
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if (!expandedArea.Contains(randomPos)) continue;
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foreach (var ruinShape in ruin.RuinShapes)
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foreach (RuinGeneration.Ruin ruin in Level.Loaded.Ruins)
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{
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foreach (var wall in ruinShape.Walls)
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{
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if (!prefab.Alignment.HasFlag(ruinShape.GetLineAlignment(wall))) continue;
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Rectangle expandedArea = ruin.Area;
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expandedArea.Inflate(ruin.Area.Width, ruin.Area.Height);
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if (!expandedArea.Contains(randomPos)) continue;
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edges.Add(new GraphEdge(wall.A, wall.B));
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normals.Add((wall.A + wall.B) / 2.0f - ruinShape.Center);
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foreach (var ruinShape in ruin.RuinShapes)
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{
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foreach (var wall in ruinShape.Walls)
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{
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if (!prefab.Alignment.HasFlag(ruinShape.GetLineAlignment(wall))) continue;
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edges.Add(new GraphEdge(wall.A, wall.B));
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normals.Add((wall.A + wall.B) / 2.0f - ruinShape.Center);
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}
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}
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}
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}
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@@ -232,6 +236,28 @@ namespace Barotrauma
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public void Update(float deltaTime)
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{
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swingTimer += deltaTime;
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swingState = (float)Math.Sin(swingTimer * 0.1f);
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foreach (BackgroundSprite s in visibleSprites)
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{
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if (s.Prefab.ParticleEmitter != null)
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{
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Vector2 emitterPos = new Vector2(s.Prefab.EmitterPosition.X, s.Prefab.EmitterPosition.Y);
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if (s.Rotation != 0.0f || s.Prefab.SwingAmount != 0.0f)
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{
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var ca = (float)Math.Cos(s.Rotation + swingState * s.Prefab.SwingAmount);
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var sa = (float)Math.Sin(s.Rotation + swingState * s.Prefab.SwingAmount);
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emitterPos = new Vector2(
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ca * emitterPos.X + sa * emitterPos.Y,
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-sa * emitterPos.X + ca * emitterPos.Y);
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}
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s.Prefab.ParticleEmitter.Emit(deltaTime, new Vector2(s.Position.X, s.Position.Y) + emitterPos);
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}
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}
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}
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public void DrawSprites(SpriteBatch spriteBatch, Camera cam)
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@@ -239,12 +265,12 @@ namespace Barotrauma
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Rectangle indices = Rectangle.Empty;
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indices.X = (int)Math.Floor(cam.WorldView.X / (float)GridSize);
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if (indices.X >= sprites.GetLength(0)) return;
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indices.Y = (int)Math.Floor((cam.WorldView.Y - cam.WorldView.Height) / (float)GridSize);
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indices.Y = (int)Math.Floor((cam.WorldView.Y - cam.WorldView.Height - Level.Loaded.BottomPos) / (float)GridSize);
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if (indices.Y >= sprites.GetLength(1)) return;
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indices.Width = (int)Math.Floor(cam.WorldView.Right / (float)GridSize)+1;
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if (indices.Width < 0) return;
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indices.Height = (int)Math.Floor(cam.WorldView.Y / (float)GridSize)+1;
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indices.Height = (int)Math.Floor((cam.WorldView.Y - Level.Loaded.BottomPos) / (float)GridSize)+1;
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if (indices.Height < 0) return;
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indices.X = Math.Max(indices.X, 0);
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@@ -252,42 +278,46 @@ namespace Barotrauma
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indices.Width = Math.Min(indices.Width, sprites.GetLength(0)-1);
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indices.Height = Math.Min(indices.Height, sprites.GetLength(1)-1);
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float swingState = (float)Math.Sin(swingTimer * 0.1f);
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List<BackgroundSprite> visibleSprites = new List<BackgroundSprite>();
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float z = 0.0f;
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for (int x = indices.X; x <= indices.Width; x++)
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if (currentGridIndices != indices)
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{
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for (int y = indices.Y; y <= indices.Height; y++)
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visibleSprites.Clear();
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for (int x = indices.X; x <= indices.Width; x++)
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{
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foreach (BackgroundSprite sprite in sprites[x, y])
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for (int y = indices.Y; y <= indices.Height; y++)
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{
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int drawOrderIndex = 0;
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for (int i = 0; i < visibleSprites.Count; i++)
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if (sprites[x, y] == null) continue;
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foreach (BackgroundSprite sprite in sprites[x, y])
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{
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if (visibleSprites[i] == sprite)
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int drawOrderIndex = 0;
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for (int i = 0; i < visibleSprites.Count; i++)
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{
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drawOrderIndex = -1;
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break;
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if (visibleSprites[i] == sprite)
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{
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drawOrderIndex = -1;
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break;
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}
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if (visibleSprites[i].Position.Z > sprite.Position.Z)
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{
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break;
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}
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else
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{
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drawOrderIndex = i + 1;
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}
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}
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if (visibleSprites[i].Position.Z > sprite.Position.Z)
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if (drawOrderIndex >= 0)
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{
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break;
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visibleSprites.Insert(drawOrderIndex, sprite);
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}
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else
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{
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drawOrderIndex = i + 1;
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}
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}
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if (drawOrderIndex >= 0)
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{
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visibleSprites.Insert(drawOrderIndex, sprite);
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}
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}
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}
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currentGridIndices = indices;
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}
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foreach (BackgroundSprite sprite in visibleSprites)
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@@ -7,20 +7,32 @@ namespace Barotrauma
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{
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class BackgroundSpritePrefab
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{
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[Flags]
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public enum SpawnPosType
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{
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None = 0,
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Wall = 1,
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RuinWall = 2,
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SeaFloor = 4
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}
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public readonly Sprite Sprite;
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public readonly Alignment Alignment;
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public readonly Vector2 Scale;
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public bool SpawnOnWalls;
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public SpawnPosType SpawnPos;
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public readonly bool AlignWithSurface;
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public readonly Vector2 RandomRotation;
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public readonly Vector2 DepthRange;
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public readonly Particles.ParticleEmitter ParticleEmitter;
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public readonly Vector2 EmitterPosition;
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public readonly float SwingAmount;
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public readonly int Commonness;
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@@ -37,8 +49,16 @@ namespace Barotrauma
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}
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Commonness = ToolBox.GetAttributeInt(element, "commonness", 1);
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SpawnOnWalls = ToolBox.GetAttributeBool(element, "spawnonwalls", true);
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string[] spawnPosStrs = ToolBox.GetAttributeString(element, "spawnpos", "Wall").Split(',');
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foreach (string spawnPosStr in spawnPosStrs)
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{
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SpawnPosType parsedSpawnPos;
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if (Enum.TryParse(spawnPosStr.Trim(), out parsedSpawnPos))
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{
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SpawnPos |= parsedSpawnPos;
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}
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}
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Scale.X = ToolBox.GetAttributeFloat(element, "minsize", 1.0f);
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Scale.Y = ToolBox.GetAttributeFloat(element, "maxsize", 1.0f);
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@@ -69,7 +89,10 @@ namespace Barotrauma
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OverrideCommonness.Add(levelType, ToolBox.GetAttributeInt(subElement, "commonness", 1));
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}
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break;
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case "particleemitter":
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ParticleEmitter = new Particles.ParticleEmitter(subElement);
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EmitterPosition = ToolBox.GetAttributeVector2(subElement, "position", Vector2.Zero);
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break;
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}
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}
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}
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@@ -1,102 +1,102 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<backgroundsprites>
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<hanging1 alignment="Bottom" minsize="0.5" maxsize="1.5" commonness="5">
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<hanging1 spawnpos="Wall, RuinWall" alignment="Bottom" minsize="0.5" maxsize="1.5" commonness="5">
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<Sprite texture="Content/BackgroundSprites/vegetation.png" sourcerect="0,0,242,543" origin="0.5,0.15"/>
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</hanging1>
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<hanging2 alignment="Bottom" minsize="0.5" maxsize="1.5" commonness="5">
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<hanging2 spawnpos="Wall, RuinWall" alignment="Bottom" minsize="0.5" maxsize="1.5" commonness="5">
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<Sprite texture="Content/BackgroundSprites/vegetation.png" sourcerect="241,0,322,720" origin="0.5,0.15"/>
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</hanging2>
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<kelp1 alignment="Top" minsize="0.5" maxsize="1.5" commonness="10">
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<kelp1 spawnpos="Wall, RuinWall" alignment="Top" minsize="0.5" maxsize="1.5" commonness="10">
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<overridecommonness commonness="0" leveltype="Open" />
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<Sprite texture="Content/BackgroundSprites/vegetation.png" sourcerect="0,667,275,357" origin="0.5,1.0"/>
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</kelp1>
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<stalk alignment="Top" minsize="0.5" maxsize="1.5" commonness="1" swingamount="2" randomrotation="-10,10">
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<stalk spawnpos="Wall" alignment="Top" minsize="0.5" maxsize="1.5" commonness="1" swingamount="2" randomrotation="-10,10">
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<overridecommonness commonness="0" leveltype="Open" />
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<overridecommonness commonness="5" leveltype="Maze" />
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<Sprite texture="Content/BackgroundSprites/vegetation.png" sourcerect="775,0,249,849" origin="0.5,0.95"/>
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</stalk>
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<spike alignment="Top" minsize="0.5" maxsize="1.5" alignwithsurface="true" randomrotation="-20,20" commonness="2">
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<spike spawnpos="Wall, RuinWall" alignment="Top" minsize="0.5" maxsize="1.5" alignwithsurface="true" randomrotation="-20,20" commonness="2">
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<overridecommonness commonness="0" leveltype="Open" />
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<Sprite texture="Content/BackgroundSprites/vegetation.png" sourcerect="544,0,228,561" origin="0.5,0.95"/>
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</spike>
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<leaves minsize="0.5" maxsize="1.5" alignwithsurface="true" commonness="3">
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<leaves spawnpos="Wall, RuinWall" minsize="0.5" maxsize="1.5" alignwithsurface="true" commonness="3">
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<Sprite texture="Content/BackgroundSprites/vegetation.png" sourcerect="305,722,461,301" origin="0.6,0.8"/>
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</leaves>
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</leaves>
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<branches1 minsize="0.5" maxsize="2.0" alignwithsurface="true" swingamount="3" randomrotation="-20,20" commonness="4">
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<branches1 spawnpos="Wall, RuinWall" minsize="0.5" maxsize="2.0" alignwithsurface="true" swingamount="3" randomrotation="-20,20" commonness="4">
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<overridecommonness commonness="10" leveltype="Maze" />
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<Sprite texture="Content/BackgroundSprites/vegetation2.png" sourcerect="0,0,525,484" origin="0.5,0.9"/>
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</branches1>
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<branches2 minsize="0.5" maxsize="2.0" alignwithsurface="true" swingamount="3" randomrotation="-20,20" commonness="4">
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<branches2 spawnpos="Wall, RuinWall" minsize="0.5" maxsize="2.0" alignwithsurface="true" swingamount="3" randomrotation="-20,20" commonness="4">
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<overridecommonness commonness="10" leveltype="Maze" />
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<Sprite texture="Content/BackgroundSprites/vegetation2.png" sourcerect="247,0,278,479" origin="0.2,0.9"/>
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</branches2>
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<branches3 minsize="0.5" maxsize="2.0" alignwithsurface="true" swingamount="3" randomrotation="-20,20" commonness="4">
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<branches3 spawnpos="Wall, RuinWall" minsize="0.5" maxsize="2.0" alignwithsurface="true" swingamount="3" randomrotation="-20,20" commonness="4">
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<overridecommonness commonness="10" leveltype="Maze" />
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<Sprite texture="Content/BackgroundSprites/vegetation2.png" sourcerect="526,0,245,479" origin="0.4,0.9"/>
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</branches3>
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<fungus minsize="0.5" maxsize="1.5" alignwithsurface="true" swingamount="1" commonness="3">
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<fungus spawnpos="Wall, RuinWall" minsize="0.5" maxsize="1.5" alignwithsurface="true" swingamount="1" commonness="3">
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<overridecommonness commonness="10" leveltype="Maze" />
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<Sprite texture="Content/BackgroundSprites/vegetation2.png" sourcerect="0,681,442,343" origin="0.5,0.9"/>
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</fungus>
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<thistle alignment="Top" minsize="0.5" maxsize="1.5" randomrotation="-10,10" swingamount="5" commonness="3">
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<thistle spawnpos="Wall" alignment="Top" minsize="0.5" maxsize="1.5" randomrotation="-10,10" swingamount="5" commonness="3">
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<overridecommonness commonness="0" leveltype="Open" />
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<Sprite texture="Content/BackgroundSprites/vegetation2.png" sourcerect="449,500,252,524" origin="0.5,0.95"/>
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</thistle>
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<branch alignment="Top" minsize="1" maxsize="3" randomrotation="-30,30" swingamount="10" commonness="10">
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<branch spawnpos="Wall, RuinWall" alignment="Top" minsize="1" maxsize="3" randomrotation="-30,30" swingamount="10" commonness="10">
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<overridecommonness commonness="0" leveltype="Open" />
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<overridecommonness commonness="1" leveltype="Pillars" />
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<overridecommonness commonness="1" leveltype="Slabs" />
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<Sprite texture="Content/BackgroundSprites/vegetation3.png" origin="0.5,0.95"/>
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</branch>
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<branch alignment="Top" minsize="1" maxsize="3" randomrotation="-30,30" swingamount="8" commonness="10">
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<branch spawnpos="Wall, RuinWall" alignment="Top" minsize="1" maxsize="3" randomrotation="-30,30" swingamount="8" commonness="10">
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<overridecommonness commonness="0" leveltype="Open" />
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<overridecommonness commonness="1" leveltype="Pillars" />
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<overridecommonness commonness="1" leveltype="Slabs" />
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<Sprite texture="Content/BackgroundSprites/vegetation4.png" sourcerect="0,0,818,1024" origin="0.5,0.95"/>
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</branch>
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<hay alignment="Top" minsize="0.5" maxsize="1.5" randomrotation="-10,10" swingamount="5" commonness="3">
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<hay spawnpos="Wall, RuinWall" alignment="Top" minsize="0.5" maxsize="1.5" randomrotation="-10,10" swingamount="5" commonness="3">
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<overridecommonness commonness="0" leveltype="Open" />
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<Sprite texture="Content/BackgroundSprites/vegetation4.png" sourcerect="820,245,204,779" origin="0.5,0.95"/>
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</hay>
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<branch minsize="1" maxsize="3" alignwithsurface="true" randomrotation="-30,30" swingamount="10" commonness="0">
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<branch spawnpos="Wall, RuinWall" minsize="1" maxsize="3" alignwithsurface="true" randomrotation="-30,30" swingamount="10" commonness="0">
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<overridecommonness commonness="10" leveltype="Pillars" />
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<overridecommonness commonness="10" leveltype="Slabs" />
|
||||
<Sprite texture="Content/BackgroundSprites/vegetation5.png" sourcerect="0,0,555,1024" origin="0.6,0.95"/>
|
||||
</branch>
|
||||
|
||||
<branch minsize="1" maxsize="3" alignwithsurface="true" randomrotation="-30,30" swingamount="10" commonness="0">
|
||||
<branch spawnpos="Wall, RuinWall" minsize="1" maxsize="3" alignwithsurface="true" randomrotation="-30,30" swingamount="10" commonness="0">
|
||||
<overridecommonness commonness="10" leveltype="Pillars" />
|
||||
<overridecommonness commonness="10" leveltype="Slabs" />
|
||||
<Sprite texture="Content/BackgroundSprites/vegetation5.png" sourcerect="580,151,444,873" origin="0.3,0.95"/>
|
||||
</branch>
|
||||
|
||||
<icechunk minsize="5" maxsize="8" randomrotation="-180,180" swingamount="0" commonness="10" depthrange="100,2000">
|
||||
<icechunk spawnpos="Wall, RuinWall" minsize="5" maxsize="8" randomrotation="-180,180" swingamount="0" commonness="10" depthrange="100,2000">
|
||||
<Sprite texture="Content/BackgroundSprites/ice.png" sourcerect="0,0,668,523" origin="0.5,0.5"/>
|
||||
</icechunk>
|
||||
|
||||
<icechunk minsize="5" maxsize="8" randomrotation="-180,180" swingamount="0" commonness="10" depthrange="100,2000">
|
||||
|
||||
<icechunk spawnpos="Wall, RuinWall" minsize="5" maxsize="8" randomrotation="-180,180" swingamount="0" commonness="10" depthrange="100,2000">
|
||||
<Sprite texture="Content/BackgroundSprites/ice.png" sourcerect="669,0,335,513" origin="0.5,0.5"/>
|
||||
</icechunk>
|
||||
|
||||
<icechunk minsize="5" maxsize="8" randomrotation="-180,180" swingamount="0" commonness="10" depthrange="100,2000">
|
||||
<icechunk spawnpos="Wall, RuinWall" minsize="5" maxsize="8" randomrotation="-180,180" swingamount="0" commonness="10" depthrange="100,2000">
|
||||
<Sprite texture="Content/BackgroundSprites/ice.png" sourcerect="0,523,331,501" origin="0.5,0.5"/>
|
||||
</icechunk>
|
||||
|
||||
<icechunk minsize="5" maxsize="8" randomrotation="-180,180" swingamount="0" commonness="10" depthrange="100,2000">
|
||||
|
||||
<icechunk spawnpos="Wall, RuinWall" minsize="5" maxsize="8" randomrotation="-180,180" swingamount="0" commonness="10" depthrange="100,2000">
|
||||
<Sprite texture="Content/BackgroundSprites/ice.png" sourcerect="702,513,322,511" origin="0.5,0.5"/>
|
||||
</icechunk>
|
||||
</backgroundsprites>
|
||||
@@ -466,8 +466,6 @@ namespace Barotrauma
|
||||
#if CLIENT
|
||||
renderer.SetBodyVertices(CaveGenerator.GenerateRenderVerticeList(triangles).ToArray(), Color.White);
|
||||
renderer.SetWallVertices(CaveGenerator.GenerateWallShapes(cells), Color.White);
|
||||
|
||||
renderer.PlaceSprites(generationParams.BackgroundSpriteAmount);
|
||||
#endif
|
||||
|
||||
TopBarrier = BodyFactory.CreateEdge(GameMain.World,
|
||||
@@ -482,6 +480,10 @@ namespace Barotrauma
|
||||
|
||||
GenerateSeaFloor();
|
||||
|
||||
#if CLIENT
|
||||
renderer.PlaceSprites(generationParams.BackgroundSpriteAmount);
|
||||
#endif
|
||||
|
||||
foreach (VoronoiCell cell in cells)
|
||||
{
|
||||
foreach (GraphEdge edge in cell.edges)
|
||||
|
||||
Reference in New Issue
Block a user