(bf212a41f) v0.9.2.0 pre-release test version

This commit is contained in:
Joonas Rikkonen
2019-07-27 21:06:07 +03:00
parent afa2137bd2
commit 0f63da27b2
154 changed files with 3959 additions and 1428 deletions
@@ -2,6 +2,7 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
using System.Linq;
@@ -90,18 +91,26 @@ namespace Barotrauma.Items.Components
section.Draw(spriteBatch, item.Color, drawOffset, depth, 0.3f);
}
if (IsActive && nodes.Count > 0 && Vector2.Distance(newNodePos, nodes[nodes.Count - 1]) > nodeDistance)
if (nodes.Count > 0)
{
WireSection.Draw(
spriteBatch,
new Vector2(nodes[nodes.Count - 1].X, nodes[nodes.Count - 1].Y) + drawOffset,
new Vector2(newNodePos.X, newNodePos.Y) + drawOffset,
item.Color * 0.5f,
depth,
0.3f);
if (!IsActive)
{
if (connections[0] == null) { DrawHangingWire(spriteBatch, nodes[0] + drawOffset, depth); }
if (connections[1] == null) { DrawHangingWire(spriteBatch, nodes.Last() + drawOffset, depth); }
}
if (IsActive && Vector2.Distance(newNodePos, nodes[nodes.Count - 1]) > nodeDistance)
{
WireSection.Draw(
spriteBatch,
new Vector2(nodes[nodes.Count - 1].X, nodes[nodes.Count - 1].Y) + drawOffset,
new Vector2(newNodePos.X, newNodePos.Y) + drawOffset,
item.Color * 0.5f,
depth,
0.3f);
}
}
if (!editing || !GameMain.SubEditorScreen.WiringMode) return;
if (!editing || !GameMain.SubEditorScreen.WiringMode) { return; }
for (int i = 0; i < nodes.Count; i++)
{
@@ -126,6 +135,23 @@ namespace Barotrauma.Items.Components
}
}
private void DrawHangingWire(SpriteBatch spriteBatch, Vector2 start, float depth)
{
float angle = (float)Math.Sin(GameMain.GameScreen.GameTime * 2.0f + item.ID) * 0.2f;
Vector2 endPos = start + new Vector2((float)Math.Sin(angle), -(float)Math.Cos(angle)) * 50.0f;
WireSection.Draw(
spriteBatch,
start, endPos,
Color.Orange, depth + 0.00001f, 0.2f);
WireSection.Draw(
spriteBatch,
start, start + (endPos - start) * 0.7f,
item.Color, depth, 0.3f);
}
public static void UpdateEditing(List<Wire> wires)
{
//dragging a node of some wire