Converted the GetAttribute methods in the ToolBox class to extension methods
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@@ -48,16 +48,16 @@ namespace Barotrauma
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{
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this.character = character;
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stepSize = ToolBox.GetAttributeVector2(element, "stepsize", Vector2.One);
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stepSize = element.GetAttributeVector2("stepsize", Vector2.One);
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stepSize = ConvertUnits.ToSimUnits(stepSize);
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walkSpeed = ToolBox.GetAttributeFloat(element, "walkspeed", 1.0f);
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swimSpeed = ToolBox.GetAttributeFloat(element, "swimspeed", 1.0f);
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walkSpeed = element.GetAttributeFloat("walkspeed", 1.0f);
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swimSpeed = element.GetAttributeFloat("swimspeed", 1.0f);
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RunSpeedMultiplier = ToolBox.GetAttributeFloat(element, "runspeedmultiplier", 2f);
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SwimSpeedMultiplier = ToolBox.GetAttributeFloat(element, "swimspeedmultiplier", 1.5f);
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RunSpeedMultiplier = element.GetAttributeFloat("runspeedmultiplier", 2f);
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SwimSpeedMultiplier = element.GetAttributeFloat("swimspeedmultiplier", 1.5f);
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legTorque = ToolBox.GetAttributeFloat(element, "legtorque", 0.0f);
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legTorque = element.GetAttributeFloat("legtorque", 0.0f);
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}
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public virtual void UpdateAnim(float deltaTime) { }
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@@ -28,15 +28,15 @@ namespace Barotrauma
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public FishAnimController(Character character, XElement element)
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: base(character, element)
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{
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waveAmplitude = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "waveamplitude", 0.0f));
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waveLength = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "wavelength", 0.0f));
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waveAmplitude = ConvertUnits.ToSimUnits(element.GetAttributeFloat("waveamplitude", 0.0f));
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waveLength = ConvertUnits.ToSimUnits(element.GetAttributeFloat("wavelength", 0.0f));
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steerTorque = ToolBox.GetAttributeFloat(element, "steertorque", 25.0f);
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steerTorque = element.GetAttributeFloat("steertorque", 25.0f);
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flip = ToolBox.GetAttributeBool(element, "flip", true);
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mirror = ToolBox.GetAttributeBool(element, "mirror", false);
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flip = element.GetAttributeBool("flip", true);
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mirror = element.GetAttributeBool("mirror", false);
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float footRot = ToolBox.GetAttributeFloat(element, "footrotation", float.NaN);
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float footRot = element.GetAttributeFloat("footrotation", float.NaN);
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if (float.IsNaN(footRot))
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{
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footRotation = null;
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@@ -46,7 +46,7 @@ namespace Barotrauma
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footRotation = MathHelper.ToRadians(footRot);
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}
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rotateTowardsMovement = ToolBox.GetAttributeBool(element, "rotatetowardsmovement", true);
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rotateTowardsMovement = element.GetAttributeBool("rotatetowardsmovement", true);
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}
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public override void UpdateAnim(float deltaTime)
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@@ -63,12 +63,12 @@ namespace Barotrauma
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public HumanoidAnimController(Character character, XElement element)
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: base(character, element)
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{
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walkAnimSpeed = ToolBox.GetAttributeFloat(element, "walkanimspeed", 4.0f);
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walkAnimSpeed = element.GetAttributeFloat("walkanimspeed", 4.0f);
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walkAnimSpeed = MathHelper.ToRadians(walkAnimSpeed);
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movementLerp = ToolBox.GetAttributeFloat(element, "movementlerp", 0.4f);
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movementLerp = element.GetAttributeFloat("movementlerp", 0.4f);
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thighTorque = ToolBox.GetAttributeFloat(element, "thightorque", -5.0f);
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thighTorque = element.GetAttributeFloat("thightorque", -5.0f);
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}
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public override void UpdateAnim(float deltaTime)
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@@ -279,25 +279,25 @@ namespace Barotrauma
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dir = Direction.Right;
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float scale = ToolBox.GetAttributeFloat(element, "scale", 1.0f);
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float scale = element.GetAttributeFloat("scale", 1.0f);
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Limbs = new Limb[element.Elements("limb").Count()];
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LimbJoints = new LimbJoint[element.Elements("joint").Count()];
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limbDictionary = new Dictionary<LimbType, Limb>();
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headPosition = ToolBox.GetAttributeFloat(element, "headposition", 50.0f);
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headPosition = element.GetAttributeFloat("headposition", 50.0f);
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headPosition = ConvertUnits.ToSimUnits(headPosition);
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headAngle = MathHelper.ToRadians(ToolBox.GetAttributeFloat(element, "headangle", 0.0f));
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headAngle = MathHelper.ToRadians(element.GetAttributeFloat("headangle", 0.0f));
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torsoPosition = ToolBox.GetAttributeFloat(element, "torsoposition", 50.0f);
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torsoPosition = element.GetAttributeFloat("torsoposition", 50.0f);
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torsoPosition = ConvertUnits.ToSimUnits(torsoPosition);
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torsoAngle = MathHelper.ToRadians(ToolBox.GetAttributeFloat(element, "torsoangle", 0.0f));
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torsoAngle = MathHelper.ToRadians(element.GetAttributeFloat("torsoangle", 0.0f));
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ImpactTolerance = ToolBox.GetAttributeFloat(element, "impacttolerance", 50.0f);
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ImpactTolerance = element.GetAttributeFloat("impacttolerance", 50.0f);
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CanEnterSubmarine = ToolBox.GetAttributeBool(element, "canentersubmarine", true);
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CanEnterSubmarine = element.GetAttributeBool("canentersubmarine", true);
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colliderHeightFromFloor = ToolBox.GetAttributeFloat(element, "colliderheightfromfloor", 45.0f);
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colliderHeightFromFloor = element.GetAttributeFloat("colliderheightfromfloor", 45.0f);
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colliderHeightFromFloor = ConvertUnits.ToSimUnits(colliderHeightFromFloor);
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collider = new List<PhysicsBody>();
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@@ -382,14 +382,14 @@ namespace Barotrauma
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byte limb1ID = Convert.ToByte(subElement.Attribute("limb1").Value);
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byte limb2ID = Convert.ToByte(subElement.Attribute("limb2").Value);
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Vector2 limb1Pos = ToolBox.GetAttributeVector2(subElement, "limb1anchor", Vector2.Zero) * scale;
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Vector2 limb1Pos = subElement.GetAttributeVector2("limb1anchor", Vector2.Zero) * scale;
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limb1Pos = ConvertUnits.ToSimUnits(limb1Pos);
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Vector2 limb2Pos = ToolBox.GetAttributeVector2(subElement, "limb2anchor", Vector2.Zero) * scale;
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Vector2 limb2Pos = subElement.GetAttributeVector2("limb2anchor", Vector2.Zero) * scale;
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limb2Pos = ConvertUnits.ToSimUnits(limb2Pos);
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LimbJoint joint = new LimbJoint(Limbs[limb1ID], Limbs[limb2ID], limb1Pos, limb2Pos);
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joint.CanBeSevered = ToolBox.GetAttributeBool(subElement, "canbesevered", true);
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joint.CanBeSevered = subElement.GetAttributeBool("canbesevered", true);
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if (subElement.Attribute("lowerlimit") != null)
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{
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