(5c35a640e) Update tutorial-rework with dev
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@@ -404,12 +404,15 @@ namespace Barotrauma.Lights
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}
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}
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if (highlightedEntities.Count == 0) { return false; }
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//draw characters in solid white first
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//draw characters in light blue first
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graphics.SetRenderTarget(HighlightMap);
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SolidColorEffect.CurrentTechnique = SolidColorEffect.Techniques["SolidColor"];
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SolidColorEffect.Parameters["color"].SetValue(Color.LightBlue.ToVector4());
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SolidColorEffect.CurrentTechnique.Passes[0].Apply();
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DeformableSprite.Effect.CurrentTechnique = DeformableSprite.Effect.Techniques["DeformShaderSolidColor"];
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DeformableSprite.Effect.Parameters["solidColor"].SetValue(Color.LightBlue.ToVector4());
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DeformableSprite.Effect.CurrentTechnique.Passes[0].Apply();
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, samplerState: SamplerState.LinearWrap, effect: SolidColorEffect, transformMatrix: spriteBatchTransform);
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foreach (Entity highlighted in highlightedEntities)
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{
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@@ -426,9 +429,12 @@ namespace Barotrauma.Lights
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//draw characters in black with a bit of blur, leaving the white edges visible
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float phase = (float)(Math.Sin(Timing.TotalTime * 3.0f) + 1.0f) / 2.0f; //phase oscillates between 0 and 1
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SolidColorEffect.Parameters["color"].SetValue(Color.Black.ToVector4() * MathHelper.Lerp(0.5f, 0.9f, phase));
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Vector4 overlayColor = Color.Black.ToVector4() * MathHelper.Lerp(0.5f, 0.9f, phase);
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SolidColorEffect.Parameters["color"].SetValue(overlayColor);
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SolidColorEffect.CurrentTechnique = SolidColorEffect.Techniques["SolidColorBlur"];
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SolidColorEffect.CurrentTechnique.Passes[0].Apply();
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DeformableSprite.Effect.Parameters["solidColor"].SetValue(overlayColor);
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DeformableSprite.Effect.CurrentTechnique.Passes[0].Apply();
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spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, samplerState: SamplerState.LinearWrap, effect: SolidColorEffect, transformMatrix: spriteBatchTransform);
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foreach (Entity highlighted in highlightedEntities)
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{
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@@ -450,6 +456,8 @@ namespace Barotrauma.Lights
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spriteBatch.Draw(highlightRaster, new Rectangle(0, 0, HighlightMap.Width, HighlightMap.Height), new Rectangle(0, 0, HighlightMap.Width, HighlightMap.Height), Color.White * 0.5f);
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spriteBatch.End();
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DeformableSprite.Effect.CurrentTechnique = DeformableSprite.Effect.Techniques["DeformShader"];
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return true;
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}
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@@ -471,6 +479,10 @@ namespace Barotrauma.Lights
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Level.Loaded?.Renderer?.RenderWalls(graphics, cam, specular: true);
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DeformableSprite.Effect.CurrentTechnique = DeformableSprite.Effect.Techniques["DeformShaderSolidColor"];
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DeformableSprite.Effect.Parameters["solidColor"].SetValue(Color.Gray.ToVector4());
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DeformableSprite.Effect.CurrentTechnique.Passes[0].Apply();
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//obstruct specular maps behind the sub and characters by drawing them on the map in solid gray
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SolidColorEffect.CurrentTechnique = SolidColorEffect.Techniques["SolidColor"];
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SolidColorEffect.Parameters["color"].SetValue(Color.Gray.ToVector4());
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@@ -487,6 +499,9 @@ namespace Barotrauma.Lights
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}
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spriteBatch.End();
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DeformableSprite.Effect.CurrentTechnique = DeformableSprite.Effect.Techniques["DeformShader"];
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graphics.SetRenderTarget(null);
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graphics.BlendState = BlendState.AlphaBlend;
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}
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