BarotraumaServer compiles

Cleanup + fixes coming up next
This commit is contained in:
juanjp600
2017-06-18 22:41:44 -03:00
parent 8f37e14917
commit 16bc68d768
73 changed files with 2429 additions and 2028 deletions
@@ -139,24 +139,24 @@ namespace Barotrauma.RuinGeneration
}
}
struct Line
struct Line
{
public readonly Vector2 A, B;
public readonly RuinStructureType Type;
public Line(Vector2 a, Vector2 b, RuinStructureType type)
{
public readonly Vector2 A, B;
Debug.Assert(a.X <= b.X);
Debug.Assert(a.Y <= b.Y);
public readonly RuinStructureType Type;
A = a;
B = b;
Type = type;
}
}
public Line(Vector2 a, Vector2 b, RuinStructureType type)
{
Debug.Assert(a.X <= b.X);
Debug.Assert(a.Y <= b.Y);
A = a;
B = b;
Type = type;
}
}
class Ruin
partial class Ruin
{
private List<BTRoom> rooms;
private List<Corridor> corridors;
@@ -449,24 +449,5 @@ namespace Barotrauma.RuinGeneration
return shapes;
}
public void Draw(SpriteBatch spriteBatch)
{
//foreach (BTRoom room in leaves)
//{
// GUI.DrawRectangle(spriteBatch, room.Rect, Color.White);
//}
//foreach (Corridor corr in corridors)
//{
// GUI.DrawRectangle(spriteBatch, corr.Rect, Color.Blue);
//}
foreach (Line line in walls)
{
GUI.DrawLine(spriteBatch, new Vector2(line.A.X, -line.A.Y), new Vector2(line.B.X, -line.B.Y), Color.Red, 0.0f, 10);
}
}
}
}
@@ -10,12 +10,10 @@ using Voronoi2;
namespace Barotrauma
{
class WrappingWall : IDisposable
partial class WrappingWall : IDisposable
{
public const float WallWidth = 20000.0f;
private VertexBuffer wallVertices, bodyVertices;
private Vector2 midPos;
private int slot;
@@ -23,16 +21,6 @@ namespace Barotrauma
private List<VoronoiCell> cells;
public VertexBuffer WallVertices
{
get { return wallVertices; }
}
public VertexBuffer BodyVertices
{
get { return bodyVertices; }
}
public Vector2 Offset
{
get { return offset; }
@@ -110,20 +98,7 @@ namespace Barotrauma
cells.Add(wallCell);
}
}
public void SetWallVertices(VertexPositionTexture[] vertices)
{
wallVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
wallVertices.SetData(vertices);
}
public void SetBodyVertices(VertexPositionColor[] vertices)
{
bodyVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColor.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
bodyVertices.SetData(vertices);
}
public static void UpdateWallShift(Vector2 pos, WrappingWall[,] walls)
{
if (pos.X < walls[0, 1].midPos.X && walls[0,0].midPos.X > pos.X)
@@ -186,6 +161,7 @@ namespace Barotrauma
protected virtual void Dispose(bool disposing)
{
#if CLIENT
if (wallVertices != null)
{
wallVertices.Dispose();
@@ -196,6 +172,7 @@ namespace Barotrauma
bodyVertices.Dispose();
bodyVertices = null;
}
#endif
}
}
}