Added damaged variants of junction box sprite, damaged item sprites can be set to fade in.

This commit is contained in:
Joonas Rikkonen
2018-01-11 20:48:26 +02:00
parent 466e6f8833
commit 1eaccef8c7
5 changed files with 43 additions and 10 deletions

View File

@@ -24,6 +24,32 @@ namespace Barotrauma
Color color = (IsSelected && editing) ? color = Color.Red : spriteColor;
if (isHighlighted) color = Color.Orange;
Sprite activeSprite = prefab.sprite;
BrokenItemSprite fadeInBrokenSprite = null;
float fadeInBrokenSpriteAlpha = 0.0f;
if (condition < 100.0f)
{
for (int i = 0; i < prefab.BrokenSprites.Count; i++)
{
if (condition <= prefab.BrokenSprites[i].MaxCondition)
{
activeSprite = prefab.BrokenSprites[i].Sprite;
break;
}
if (prefab.BrokenSprites[i].FadeIn)
{
float min = i > 0 ? prefab.BrokenSprites[i].MaxCondition : 0.0f;
float max = i < prefab.BrokenSprites.Count - 1 ? prefab.BrokenSprites[i + 1].MaxCondition : 100.0f;
fadeInBrokenSpriteAlpha = 1.0f - ((condition - min) / (max - min));
if (fadeInBrokenSpriteAlpha > 0.0f && fadeInBrokenSpriteAlpha < 1.0f)
{
fadeInBrokenSprite = prefab.BrokenSprites[i];
}
}
}
}
Sprite selectedSprite = prefab.GetActiveSprite(condition);
if (selectedSprite != null)
@@ -38,10 +64,13 @@ namespace Barotrauma
if (prefab.ResizeHorizontal || prefab.ResizeVertical || SpriteEffects.HasFlag(SpriteEffects.FlipHorizontally) || SpriteEffects.HasFlag(SpriteEffects.FlipVertically))
{
selectedSprite.DrawTiled(spriteBatch, new Vector2(DrawPosition.X - rect.Width / 2, -(DrawPosition.Y + rect.Height / 2)), new Vector2(rect.Width, rect.Height), color);
fadeInBrokenSprite?.Sprite.DrawTiled(spriteBatch, new Vector2(DrawPosition.X - rect.Width / 2, -(DrawPosition.Y + rect.Height / 2)), new Vector2(rect.Width, rect.Height), color * fadeInBrokenSpriteAlpha, Point.Zero, selectedSprite.Depth - 0.000001f);
}
else
{
selectedSprite.Draw(spriteBatch, new Vector2(DrawPosition.X, -DrawPosition.Y), color, 0.0f, 1.0f, SpriteEffects.None, depth);
fadeInBrokenSprite?.Sprite.Draw(spriteBatch, new Vector2(DrawPosition.X, -DrawPosition.Y), color * fadeInBrokenSpriteAlpha, 0.0f, 1.0f, SpriteEffects.None, depth - 0.000001f);
}
}
@@ -58,13 +87,9 @@ namespace Barotrauma
{
depth = holdable.Picker.AnimController.GetLimb(LimbType.LeftArm).sprite.Depth - 0.000001f;
}
body.Draw(spriteBatch, selectedSprite, color, depth);
}
else
{
body.Draw(spriteBatch, selectedSprite, color, depth);
}
body.Draw(spriteBatch, selectedSprite, color, depth);
if (fadeInBrokenSprite != null) body.Draw(spriteBatch, fadeInBrokenSprite.Sprite, color * fadeInBrokenSpriteAlpha, depth - 0.000001f);
}
selectedSprite.effects = oldEffects;

View File

@@ -10,11 +10,13 @@ namespace Barotrauma
//sprite will be rendered if the condition of the item is below this
public readonly float MaxCondition;
public readonly Sprite Sprite;
public readonly bool FadeIn;
public BrokenItemSprite(Sprite sprite, float maxCondition)
public BrokenItemSprite(Sprite sprite, float maxCondition, bool fadeIn)
{
Sprite = sprite;
MaxCondition = maxCondition;
MaxCondition = MathHelper.Clamp(maxCondition, 0.0f, 100.0f);
FadeIn = fadeIn;
}
}

Binary file not shown.

Before

Width:  |  Height:  |  Size: 9.6 KiB

After

Width:  |  Height:  |  Size: 27 KiB

View File

@@ -7,7 +7,9 @@
description="Serves as a hub for power distribution and relaying signals between devices.">
<Sprite texture="junctionbox.png" depth="0.8" canflipx="false"/>
<Sprite texture="junctionbox.png" sourcerect="0,0,70,84" depth="0.8" canflipx="false"/>
<BrokenSprite texture="junctionbox.png" sourcerect="70,0,70,84" depth="0.8" maxcondition="50" fadein="true"/>
<BrokenSprite texture="junctionbox.png" sourcerect="140,0,70,84" depth="0.8" maxcondition="0"/>
<fixrequirement name="Electrical repairs">
<skill name="Electrical Engineering" level="40"/>

View File

@@ -311,7 +311,11 @@ namespace Barotrauma
brokenSpriteFolder = Path.GetDirectoryName(filePath);
}
var brokenSprite = new BrokenItemSprite(new Sprite(subElement, brokenSpriteFolder), subElement.GetAttributeFloat("maxcondition", 0.0f));
var brokenSprite = new BrokenItemSprite(
new Sprite(subElement, brokenSpriteFolder),
subElement.GetAttributeFloat("maxcondition", 0.0f),
subElement.GetAttributeBool("fadein", false));
int spriteIndex = 0;
for (int i = 0; i < BrokenSprites.Count && BrokenSprites[i].MaxCondition < brokenSprite.MaxCondition; i++)
{