(bf212a41f) v0.9.2.0 pre-release test version
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@@ -12,9 +12,13 @@ namespace Barotrauma
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private set;
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}
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public Camera AssignedCamera;
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private float duration;
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private CoroutineHandle updateCoroutine;
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public RoundEndCinematic(Submarine submarine, Camera cam, float duration)
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public RoundEndCinematic(Submarine submarine, Camera cam, float duration = 10.0f)
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: this(new List<Submarine>() { submarine }, cam, duration)
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{
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@@ -25,9 +29,19 @@ namespace Barotrauma
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if (!submarines.Any(s => s != null)) return;
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this.duration = duration;
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AssignedCamera = cam;
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Running = true;
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CoroutineManager.StartCoroutine(Update(submarines, cam));
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updateCoroutine = CoroutineManager.StartCoroutine(Update(submarines, cam));
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}
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public void Stop()
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{
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CoroutineManager.StopCoroutines(updateCoroutine);
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Running = false;
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#if CLIENT
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GUI.ScreenOverlayColor = Color.TransparentBlack;
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#endif
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}
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private IEnumerable<object> Update(List<Submarine> subs, Camera cam)
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@@ -72,6 +86,11 @@ namespace Barotrauma
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(minPos.Y + maxPos.Y) / 2.0f);
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cam.Translate(cameraPos - cam.Position);
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foreach (Submarine sub in subs)
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{
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sub.PhysicsBody?.ResetDynamics();
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}
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#if CLIENT
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cam.Zoom = MathHelper.SmoothStep(initialZoom, 0.5f, timer / duration);
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if (timer / duration > 0.9f)
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