Horizontal doors (hatches), bugfix in holdable.cs

This commit is contained in:
Regalis
2016-01-15 18:30:44 +02:00
parent e3ebc28afb
commit 203e7c4114
5 changed files with 130 additions and 44 deletions
+96 -38
View File
@@ -108,7 +108,9 @@ namespace Barotrauma.Items.Components
: base(item, element)
{
//Vector2 position = new Vector2(newRect.X, newRect.Y);
isHorizontal = ToolBox.GetAttributeBool(element, "horizontal", false);
// isOpen = false;
foreach (XElement subElement in element.Elements())
{
@@ -245,36 +247,9 @@ namespace Barotrauma.Items.Components
LinkedGap.Open = openState;
}
if (openState > 0.0f && openState < 1.0f)
if (openState > 0.0f && openState < 1.0f && !isOpen)
{
//push characters out of the doorway when the door is closing/opening
Vector2 simPos = ConvertUnits.ToSimUnits(new Vector2(item.Rect.X, item.Rect.Y));
Vector2 simSize = ConvertUnits.ToSimUnits(new Vector2(doorSprite.size.X,
item.Rect.Height * (1.0f - openState)));
foreach (Character c in Character.CharacterList)
{
int dir = Math.Sign(c.SimPosition.X - item.SimPosition.X);
foreach (Limb l in c.AnimController.Limbs)
{
if (l.SimPosition.Y > simPos.Y || l.SimPosition.Y < simPos.Y - simSize.Y) continue;
if (Math.Sign(l.SimPosition.X - item.SimPosition.X) != dir)
{
l.body.SetTransform(new Vector2(item.SimPosition.X + dir * simSize.X*1.2f, item.SimPosition.Y), l.body.Rotation);
SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, 1.0f, l.body);
//c.AddDamage(item.SimPosition, DamageType.Blunt, 1.0f, 0.0f, 0.0f, true);
l.body.ApplyLinearImpulse(new Vector2(dir * 0.5f, isOpen ? 0.0f : -1.0f));
}
if (Math.Abs(l.SimPosition.X - item.SimPosition.X) > simSize.X*0.5f) continue;
l.body.ApplyLinearImpulse(new Vector2(dir * 0.5f, isOpen ? 0.0f : -0.5f));
c.StartStun(0.2f);
}
}
PushCharactersAway();
}
else
{
@@ -303,7 +278,7 @@ namespace Barotrauma.Items.Components
if (stuck>0.0f && weldedSprite!=null)
{
Vector2 weldSpritePos = new Vector2(item.Rect.X, item.Rect.Y);
Vector2 weldSpritePos = new Vector2(item.Rect.Center.X, item.Rect.Y-item.Rect.Height/2.0f);
if (item.Submarine != null) weldSpritePos += item.Submarine.Position;
weldSpritePos.Y = -weldSpritePos.Y;
@@ -317,14 +292,31 @@ namespace Barotrauma.Items.Components
return;
}
Vector2 pos = new Vector2(item.Rect.Center.X, item.Rect.Y);
if (item.Submarine != null) pos += item.Submarine.DrawPosition;
pos.Y = -pos.Y;
spriteBatch.Draw(doorSprite.Texture, pos,
new Rectangle(doorSprite.SourceRect.X, (int)(doorSprite.size.Y * openState),
(int)doorSprite.size.X, (int)(doorSprite.size.Y * (1.0f - openState))),
color, 0.0f, doorSprite.Origin, 1.0f, SpriteEffects.None, doorSprite.Depth);
if (isHorizontal)
{
Vector2 pos = new Vector2(item.Rect.X, item.Rect.Y - item.Rect.Height/2);
if (item.Submarine != null) pos += item.Submarine.DrawPosition;
pos.Y = -pos.Y;
spriteBatch.Draw(doorSprite.Texture, pos,
new Rectangle((int)(doorSprite.SourceRect.X + doorSprite.size.X * openState), (int)doorSprite.SourceRect.Y,
(int)(doorSprite.size.X * (1.0f - openState)),(int)doorSprite.size.Y),
color, 0.0f, doorSprite.Origin, 1.0f, SpriteEffects.None, doorSprite.Depth);
}
else
{
Vector2 pos = new Vector2(item.Rect.Center.X, item.Rect.Y);
if (item.Submarine != null) pos += item.Submarine.DrawPosition;
pos.Y = -pos.Y;
spriteBatch.Draw(doorSprite.Texture, pos,
new Rectangle(doorSprite.SourceRect.X, (int)(doorSprite.size.Y * openState),
(int)doorSprite.size.X, (int)(doorSprite.size.Y * (1.0f - openState))),
color, 0.0f, doorSprite.Origin, 1.0f, SpriteEffects.None, doorSprite.Depth);
}
}
public override void OnMapLoaded()
@@ -353,6 +345,72 @@ namespace Barotrauma.Items.Components
if (convexHull2 != null) convexHull2.Remove();
}
private void PushCharactersAway()
{
//push characters out of the doorway when the door is closing/opening
Vector2 simPos = ConvertUnits.ToSimUnits(new Vector2(item.Rect.X, item.Rect.Y));
Vector2 currSize = isHorizontal ?
new Vector2(item.Rect.Width * (1.0f - openState), doorSprite.size.Y) :
new Vector2(doorSprite.size.X, item.Rect.Height * (1.0f - openState));
Vector2 simSize = ConvertUnits.ToSimUnits(currSize);
foreach (Character c in Character.CharacterList)
{
int dir = isHorizontal ? Math.Sign(c.SimPosition.Y - item.SimPosition.Y) : Math.Sign(c.SimPosition.X - item.SimPosition.X);
foreach (Limb l in c.AnimController.Limbs)
{
float diff = 0.0f;
if (isHorizontal)
{
if (l.SimPosition.X < simPos.X || l.SimPosition.X > simPos.X + simSize.X) continue;
diff = l.SimPosition.Y - item.SimPosition.Y;
}
else
{
if (l.SimPosition.Y > simPos.Y || l.SimPosition.Y < simPos.Y - simSize.Y) continue;
diff = l.SimPosition.X - item.SimPosition.X;
}
if (Math.Sign(diff) != dir)
{
SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, 1.0f, l.body);
if (isHorizontal)
{
l.body.SetTransform(new Vector2(l.SimPosition.X, item.SimPosition.Y + dir * simSize.Y * 1.2f), l.body.Rotation);
l.body.ApplyLinearImpulse(new Vector2(isOpen ? 0.0f : 1.0f, dir * 0.5f));
}
else
{
l.body.SetTransform(new Vector2(item.SimPosition.X + dir * simSize.X * 1.2f, l.SimPosition.Y), l.body.Rotation);
l.body.ApplyLinearImpulse(new Vector2(dir * 0.5f, isOpen ? 0.0f : -1.0f));
}
}
if (isHorizontal)
{
if (Math.Abs(l.SimPosition.Y - item.SimPosition.Y) > simSize.Y * 0.5f) continue;
l.body.ApplyLinearImpulse(new Vector2(isOpen ? 0.0f : 1.0f, dir * 0.5f));
}
else
{
if (Math.Abs(l.SimPosition.X - item.SimPosition.X) > simSize.X * 0.5f) continue;
l.body.ApplyLinearImpulse(new Vector2(dir * 0.5f, isOpen ? 0.0f : -1.0f));
}
c.StartStun(0.2f);
}
}
}
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
{
if (isStuck) return;
@@ -110,7 +110,7 @@ namespace Barotrauma.Items.Components
public override void Drop(Character dropper)
{
item.body.Enabled = true;
if (item.body != null) item.body.Enabled = true;
IsActive = false;
if (picker == null)