Unstable v0.1300.0.0 (February 19th 2021)
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@@ -24,7 +24,7 @@ namespace Barotrauma
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{
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get
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{
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if (!GameMain.SubEditorScreen.ShowThalamus && prefab.Category.HasFlag(MapEntityCategory.Thalamus))
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if (GameMain.SubEditorScreen.IsSubcategoryHidden(prefab.Subcategory))
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{
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return false;
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}
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@@ -191,10 +191,11 @@ namespace Barotrauma
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Vector2 max = new Vector2(worldRect.Right, worldRect.Y);
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foreach (DecorativeSprite decorativeSprite in Prefab.DecorativeSprites)
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{
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min.X = Math.Min(worldPos.X - decorativeSprite.Sprite.size.X * decorativeSprite.Sprite.RelativeOrigin.X * decorativeSprite.Scale * Scale, min.X);
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max.X = Math.Max(worldPos.X + decorativeSprite.Sprite.size.X * (1.0f - decorativeSprite.Sprite.RelativeOrigin.X) * decorativeSprite.Scale * Scale, max.X);
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min.Y = Math.Min(worldPos.Y - decorativeSprite.Sprite.size.Y * (1.0f - decorativeSprite.Sprite.RelativeOrigin.Y) * decorativeSprite.Scale * Scale, min.Y);
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max.Y = Math.Max(worldPos.Y + decorativeSprite.Sprite.size.Y * decorativeSprite.Sprite.RelativeOrigin.Y * decorativeSprite.Scale * Scale, max.Y);
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float scale = decorativeSprite.GetScale(spriteAnimState[decorativeSprite].RandomScaleFactor) * Scale;
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min.X = Math.Min(worldPos.X - decorativeSprite.Sprite.size.X * decorativeSprite.Sprite.RelativeOrigin.X * scale, min.X);
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max.X = Math.Max(worldPos.X + decorativeSprite.Sprite.size.X * (1.0f - decorativeSprite.Sprite.RelativeOrigin.X) * scale, max.X);
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min.Y = Math.Min(worldPos.Y - decorativeSprite.Sprite.size.Y * (1.0f - decorativeSprite.Sprite.RelativeOrigin.Y) * scale, min.Y);
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max.Y = Math.Max(worldPos.Y + decorativeSprite.Sprite.size.Y * decorativeSprite.Sprite.RelativeOrigin.Y * scale, max.Y);
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}
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if (min.X > worldView.Right || max.X < worldView.X) { return false; }
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@@ -220,11 +221,14 @@ namespace Barotrauma
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Draw(spriteBatch, editing, false, damageEffect);
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}
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private float GetRealDepth()
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{
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return SpriteDepthOverrideIsSet ? SpriteOverrideDepth : prefab.sprite.Depth;
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}
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public float GetDrawDepth()
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{
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float depth = SpriteDepthOverrideIsSet ? SpriteOverrideDepth : prefab.sprite.Depth;
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depth -= (ID % 255) * 0.000001f;
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return depth;
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return GetDrawDepth(GetRealDepth(), prefab.sprite);
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}
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private void Draw(SpriteBatch spriteBatch, bool editing, bool back = true, Effect damageEffect = null)
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@@ -254,7 +258,7 @@ namespace Barotrauma
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thickness: Math.Max(1, (int)(2 / Screen.Selected.Cam.Zoom)));
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}
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bool isWiringMode = editing && SubEditorScreen.IsWiringMode();
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bool isWiringMode = editing && SubEditorScreen.TransparentWiringMode && SubEditorScreen.IsWiringMode();
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if (isWiringMode) { color *= 0.15f; }
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@@ -263,8 +267,8 @@ namespace Barotrauma
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float depth = GetDrawDepth();
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Vector2 textureOffset = this.textureOffset;
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if (FlippedX) textureOffset.X = -textureOffset.X;
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if (FlippedY) textureOffset.Y = -textureOffset.Y;
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if (FlippedX) { textureOffset.X = -textureOffset.X; }
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if (FlippedY) { textureOffset.Y = -textureOffset.Y; }
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if (back && damageEffect == null && !isWiringMode)
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{
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@@ -304,7 +308,7 @@ namespace Barotrauma
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color: Prefab.BackgroundSpriteColor,
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textureScale: TextureScale * Scale,
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startOffset: backGroundOffset,
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depth: Math.Max(Prefab.BackgroundSprite.Depth + (ID % 255) * 0.000001f, depth + 0.000001f));
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depth: Math.Max(GetDrawDepth(Prefab.BackgroundSprite.Depth, Prefab.BackgroundSprite), depth + 0.000001f));
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if (UseDropShadow)
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{
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@@ -322,13 +326,14 @@ namespace Barotrauma
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}
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}
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if (back == depth > 0.5f)
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if (back == GetRealDepth() > 0.5f)
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{
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SpriteEffects oldEffects = prefab.sprite.effects;
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prefab.sprite.effects ^= SpriteEffects;
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for (int i = 0; i < Sections.Length; i++)
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{
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Rectangle drawSection = Sections[i].rect;
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if (damageEffect != null)
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{
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float newCutoff = MathHelper.Lerp(0.0f, 0.65f, Sections[i].damage / MaxHealth);
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@@ -345,21 +350,30 @@ namespace Barotrauma
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Submarine.DamageEffectColor = color;
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}
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}
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if (!HasDamage && i == 0)
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{
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drawSection = new Rectangle(
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drawSection.X,
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drawSection.Y,
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Sections[Sections.Length -1 ].rect.Right - drawSection.X,
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drawSection.Y - (Sections[Sections.Length - 1].rect.Y - Sections[Sections.Length - 1].rect.Height));
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i = Sections.Length;
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}
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Vector2 sectionOffset = new Vector2(
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Math.Abs(rect.Location.X - Sections[i].rect.Location.X),
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Math.Abs(rect.Location.Y - Sections[i].rect.Location.Y));
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Math.Abs(rect.Location.X - drawSection.Location.X),
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Math.Abs(rect.Location.Y - drawSection.Location.Y));
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if (FlippedX && IsHorizontal) sectionOffset.X = Sections[i].rect.Right - rect.Right;
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if (FlippedY && !IsHorizontal) sectionOffset.Y = (rect.Y - rect.Height) - (Sections[i].rect.Y - Sections[i].rect.Height);
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if (FlippedX && IsHorizontal) { sectionOffset.X = drawSection.Right - rect.Right; }
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if (FlippedY && !IsHorizontal) { sectionOffset.Y = (rect.Y - rect.Height) - (drawSection.Y - drawSection.Height); }
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sectionOffset.X += MathUtils.PositiveModulo((int)-textureOffset.X, prefab.sprite.SourceRect.Width);
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sectionOffset.Y += MathUtils.PositiveModulo((int)-textureOffset.Y, prefab.sprite.SourceRect.Height);
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prefab.sprite.DrawTiled(
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spriteBatch,
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new Vector2(Sections[i].rect.X + drawOffset.X, -(Sections[i].rect.Y + drawOffset.Y)),
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new Vector2(Sections[i].rect.Width, Sections[i].rect.Height),
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new Vector2(drawSection.X + drawOffset.X, -(drawSection.Y + drawOffset.Y)),
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new Vector2(drawSection.Width, drawSection.Height),
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color: color,
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startOffset: sectionOffset,
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depth: depth,
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@@ -369,10 +383,10 @@ namespace Barotrauma
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foreach (var decorativeSprite in Prefab.DecorativeSprites)
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{
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if (!spriteAnimState[decorativeSprite].IsActive) { continue; }
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float rotation = decorativeSprite.GetRotation(ref spriteAnimState[decorativeSprite].RotationState);
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Vector2 offset = decorativeSprite.GetOffset(ref spriteAnimState[decorativeSprite].OffsetState) * Scale;
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float rotation = decorativeSprite.GetRotation(ref spriteAnimState[decorativeSprite].RotationState, spriteAnimState[decorativeSprite].RandomRotationFactor);
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Vector2 offset = decorativeSprite.GetOffset(ref spriteAnimState[decorativeSprite].OffsetState, spriteAnimState[decorativeSprite].RandomOffsetMultiplier) * Scale;
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decorativeSprite.Sprite.Draw(spriteBatch, new Vector2(DrawPosition.X + offset.X, -(DrawPosition.Y + offset.Y)), color,
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rotation, decorativeSprite.Scale * Scale, prefab.sprite.effects,
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rotation, decorativeSprite.GetScale(spriteAnimState[decorativeSprite].RandomScaleFactor) * Scale, prefab.sprite.effects,
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depth: Math.Min(depth + (decorativeSprite.Sprite.Depth - prefab.sprite.Depth), 0.999f));
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}
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prefab.sprite.effects = oldEffects;
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