Unstable 0.1500.5.0 (almost forgor edition 💀)

This commit is contained in:
Markus Isberg
2021-10-01 23:56:14 +09:00
parent 3043a9a7bc
commit 08bdfc6cea
150 changed files with 5669 additions and 4403 deletions
@@ -276,7 +276,7 @@ namespace Barotrauma
BrokenItemSprite fadeInBrokenSprite = null;
float fadeInBrokenSpriteAlpha = 0.0f;
float displayCondition = FakeBroken ? 0.0f : condition;
float displayCondition = FakeBroken ? 0.0f : ConditionPercentage;
Vector2 drawOffset = Vector2.Zero;
if (displayCondition < MaxCondition)
{
@@ -326,9 +326,14 @@ namespace Barotrauma
size, color: color,
textureScale: Vector2.One * Scale,
depth: depth);
fadeInBrokenSprite?.Sprite.DrawTiled(spriteBatch, new Vector2(DrawPosition.X - rect.Width / 2, -(DrawPosition.Y + rect.Height / 2)) + fadeInBrokenSprite.Offset.ToVector2() * Scale, size, color: color * fadeInBrokenSpriteAlpha,
textureScale: Vector2.One * Scale,
depth: depth - 0.000001f);
if (fadeInBrokenSprite != null)
{
float d = Math.Min(depth + (fadeInBrokenSprite.Sprite.Depth - activeSprite.Depth - 0.000001f), 0.999f);
fadeInBrokenSprite.Sprite.DrawTiled(spriteBatch, new Vector2(DrawPosition.X - rect.Width / 2, -(DrawPosition.Y + rect.Height / 2)) + fadeInBrokenSprite.Offset.ToVector2() * Scale, size, color: color * fadeInBrokenSpriteAlpha,
textureScale: Vector2.One * Scale,
depth: d);
}
foreach (var decorativeSprite in Prefab.DecorativeSprites)
{
if (!spriteAnimState[decorativeSprite].IsActive) { continue; }
@@ -357,7 +362,11 @@ namespace Barotrauma
if (color.A > 0)
{
activeSprite.Draw(spriteBatch, new Vector2(DrawPosition.X, -DrawPosition.Y) + drawOffset, color, origin, rotationRad, Scale, activeSprite.effects, depth);
fadeInBrokenSprite?.Sprite.Draw(spriteBatch, new Vector2(DrawPosition.X, -DrawPosition.Y) + fadeInBrokenSprite.Offset.ToVector2() * Scale, color * fadeInBrokenSpriteAlpha, origin, rotationRad, Scale, activeSprite.effects, depth - 0.000001f);
if (fadeInBrokenSprite != null)
{
float d = Math.Min(depth + (fadeInBrokenSprite.Sprite.Depth - activeSprite.Depth - 0.000001f), 0.999f);
fadeInBrokenSprite.Sprite.Draw(spriteBatch, new Vector2(DrawPosition.X, -DrawPosition.Y) + fadeInBrokenSprite.Offset.ToVector2() * Scale, color * fadeInBrokenSpriteAlpha, origin, rotationRad, Scale, activeSprite.effects, d);
}
}
if (Infector != null && (Infector.ParentBallastFlora.HasBrokenThrough || BallastFloraBehavior.AlwaysShowBallastFloraSprite))
{
@@ -410,8 +419,11 @@ namespace Barotrauma
}
}
body.Draw(spriteBatch, activeSprite, color, depth, Scale);
if (fadeInBrokenSprite != null) { body.Draw(spriteBatch, fadeInBrokenSprite.Sprite, color * fadeInBrokenSpriteAlpha, depth - 0.000001f, Scale); }
if (fadeInBrokenSprite != null)
{
float d = Math.Min(depth + (fadeInBrokenSprite.Sprite.Depth - activeSprite.Depth - 0.000001f), 0.999f);
body.Draw(spriteBatch, fadeInBrokenSprite.Sprite, color * fadeInBrokenSpriteAlpha, d, Scale);
}
foreach (var decorativeSprite in Prefab.DecorativeSprites)
{
if (!spriteAnimState[decorativeSprite].IsActive) { continue; }
@@ -464,6 +476,11 @@ namespace Barotrauma
if (GameMain.DebugDraw)
{
body?.DebugDraw(spriteBatch, Color.White);
if (GetComponent<TriggerComponent>()?.PhysicsBody is PhysicsBody triggerBody)
{
triggerBody.UpdateDrawPosition();
triggerBody.DebugDraw(spriteBatch, Color.White);
}
}
if (editing && IsSelected && PlayerInput.KeyDown(Keys.Space))