- host can respawn

- respawn info texts
- camera clamped to the the upper edge of the level
- fixed submarinebody being generated from all walls (and not just the ones belonging to that specific sub)
This commit is contained in:
Regalis
2016-06-23 18:23:20 +03:00
parent dc7956274c
commit 296c5a14ed
12 changed files with 204 additions and 74 deletions
+1 -1
View File
@@ -44,7 +44,7 @@
<item name="Wrench"/> <item name="Wrench"/>
</fixrequirement> </fixrequirement>
<Engine minvoltage="0.5" powerconsumption="500.0" maxforce="500" canbeselected = "true"> <Engine minvoltage="0.5" powerconsumption="500.0" maxforce="300" canbeselected = "true">
<StatusEffect type="InWater" target="This" condition="-2.0"/> <StatusEffect type="InWater" target="This" condition="-2.0"/>
<GuiFrame rect="0,0,350,160" alignment="Center" color="0.0,0.0,0.0,0.6"/> <GuiFrame rect="0,0,350,160" alignment="Center" color="0.0,0.0,0.0,0.6"/>
<sound file="engine.ogg" type="OnActive" range="3000.0" volume="CurrentVolume" loop="true"/> <sound file="engine.ogg" type="OnActive" range="3000.0" volume="CurrentVolume" loop="true"/>
+10 -9
View File
@@ -125,17 +125,11 @@ namespace Barotrauma
public void Translate(Vector2 amount) public void Translate(Vector2 amount)
{ {
position += amount; position += amount;
} }
public void UpdateTransform(bool interpolate = true, bool clampPos = false) public void UpdateTransform(bool interpolate = true, bool clampPos = false)
{ {
if (clampPos && Level.Loaded != null)
{
position.Y -= Math.Max(worldView.Y - Level.Loaded.Size.Y, 0.0f);
}
Vector2 interpolatedPosition = interpolate ? Physics.Interpolate(prevPosition, position) : position; Vector2 interpolatedPosition = interpolate ? Physics.Interpolate(prevPosition, position) : position;
float interpolatedZoom = interpolate ? Physics.Interpolate(prevZoom, zoom) : zoom; float interpolatedZoom = interpolate ? Physics.Interpolate(prevZoom, zoom) : zoom;
@@ -143,6 +137,13 @@ namespace Barotrauma
worldView.X = (int)(interpolatedPosition.X - worldView.Width / 2.0); worldView.X = (int)(interpolatedPosition.X - worldView.Width / 2.0);
worldView.Y = (int)(interpolatedPosition.Y + worldView.Height / 2.0); worldView.Y = (int)(interpolatedPosition.Y + worldView.Height / 2.0);
if (Level.Loaded != null && clampPos)
{
position.Y -= Math.Max(worldView.Y - Level.Loaded.Size.Y, 0.0f);
interpolatedPosition.Y -= Math.Max(worldView.Y - Level.Loaded.Size.Y, 0.0f);
}
transform = Matrix.CreateTranslation( transform = Matrix.CreateTranslation(
new Vector3(-interpolatedPosition.X, interpolatedPosition.Y, 0)) * new Vector3(-interpolatedPosition.X, interpolatedPosition.Y, 0)) *
Matrix.CreateScale(new Vector3(interpolatedZoom, interpolatedZoom, 1)) * Matrix.CreateScale(new Vector3(interpolatedZoom, interpolatedZoom, 1)) *
@@ -221,9 +222,9 @@ namespace Barotrauma
shakeTargetPosition = Rand.Vector(Shake); shakeTargetPosition = Rand.Vector(Shake);
shakePosition = Vector2.Lerp(shakePosition, shakeTargetPosition, 0.5f); shakePosition = Vector2.Lerp(shakePosition, shakeTargetPosition, 0.5f);
Shake = MathHelper.Lerp(Shake, 0.0f, deltaTime*2.0f); Shake = MathHelper.Lerp(Shake, 0.0f, deltaTime * 2.0f);
Translate(moveCam+shakePosition); Translate(moveCam + shakePosition);
} }
public Vector2 Position public Vector2 Position
@@ -105,9 +105,8 @@ namespace Barotrauma
{ {
if (currentPath == null) return Vector2.Zero; if (currentPath == null) return Vector2.Zero;
if (currentPath.CurrentIndex == currentPath.Nodes.Count) if (currentPath.Finished)
{ {
Vector2 pos2 = host.SimPosition; Vector2 pos2 = host.SimPosition;
if (character != null && character.Submarine == null && CurrentPath.Nodes.Last().Submarine != null) if (character != null && character.Submarine == null && CurrentPath.Nodes.Last().Submarine != null)
{ {
@@ -70,6 +70,11 @@ namespace Barotrauma
} }
} }
public bool Finished
{
get { return currentIndex >= nodes.Count; }
}
public void SkipToNextNode() public void SkipToNextNode()
{ {
currentIndex++; currentIndex++;
+11 -8
View File
@@ -444,28 +444,31 @@ namespace Barotrauma.Items.Components
if (connection.Name=="toggle") if (connection.Name=="toggle")
{ {
SetState(!isOpen, false); SetState(!isOpen, false, true);
} }
else if (connection.Name == "set_state") else if (connection.Name == "set_state")
{ {
SetState(signal != "0", false); SetState(signal != "0", false, true);
} }
item.NewComponentEvent(this, false, true);
} }
private void SetState(bool state, bool isNetWorkMessage) public void SetState(bool open, bool isNetworkMessage, bool sendNetworkMessage = false)
{ {
if (GameMain.Client != null && !isNetWorkMessage) return; if (GameMain.Client != null && !isNetworkMessage) return;
if (isStuck || isOpen == state) return; if (isStuck || isOpen == open) return;
PlaySound(ActionType.OnUse, item.WorldPosition); PlaySound(ActionType.OnUse, item.WorldPosition);
isOpen = state; isOpen = open;
//opening a partially stuck door makes it less stuck //opening a partially stuck door makes it less stuck
if (isOpen) stuck = MathHelper.Clamp(stuck - 30.0f, 0.0f, 100.0f); if (isOpen) stuck = MathHelper.Clamp(stuck - 30.0f, 0.0f, 100.0f);
if (sendNetworkMessage)
{
item.NewComponentEvent(this, false, true);
}
} }
public override bool FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetBuffer message) public override bool FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetBuffer message)
+6 -4
View File
@@ -17,6 +17,8 @@ namespace Barotrauma
class Level class Level
{ {
public const float ShaftHeight = 1000.0f;
public static Level Loaded public static Level Loaded
{ {
get { return loaded; } get { return loaded; }
@@ -56,7 +58,7 @@ namespace Barotrauma
private WrappingWall[,] wrappingWalls; private WrappingWall[,] wrappingWalls;
private float shaftHeight; //private float shaftHeight;
//List<Body> bodies; //List<Body> bodies;
private List<VoronoiCell> cells; private List<VoronoiCell> cells;
@@ -513,7 +515,7 @@ namespace Barotrauma
ShaftBodies = new Body[2]; ShaftBodies = new Body[2];
for (int i = 0; i < 2; i++) for (int i = 0; i < 2; i++)
{ {
ShaftBodies[i] = BodyFactory.CreateRectangle(GameMain.World, 200.0f, 10.0f, 5.0f); ShaftBodies[i] = BodyFactory.CreateRectangle(GameMain.World, 200.0f, ConvertUnits.ToSimUnits(ShaftHeight), 5.0f);
ShaftBodies[i].BodyType = BodyType.Static; ShaftBodies[i].BodyType = BodyType.Static;
ShaftBodies[i].CollisionCategories = Physics.CollisionLevel; ShaftBodies[i].CollisionCategories = Physics.CollisionLevel;
@@ -585,7 +587,7 @@ namespace Barotrauma
{ {
List<WayPoint> wayPoints = new List<WayPoint>(); List<WayPoint> wayPoints = new List<WayPoint>();
var newWaypoint = new WayPoint(new Rectangle((int)pathCells[0].Center.X, (int)(borders.Height + shaftHeight), 10, 10), null); var newWaypoint = new WayPoint(new Rectangle((int)pathCells[0].Center.X, borders.Height, 10, 10), null);
newWaypoint.MoveWithLevel = true; newWaypoint.MoveWithLevel = true;
wayPoints.Add(newWaypoint); wayPoints.Add(newWaypoint);
@@ -625,7 +627,7 @@ namespace Barotrauma
//prevWaypoint = newWaypoint; //prevWaypoint = newWaypoint;
} }
newWaypoint = new WayPoint(new Rectangle((int)pathCells[pathCells.Count - 1].Center.X, (int)(borders.Height + shaftHeight), 10, 10), null); newWaypoint = new WayPoint(new Rectangle((int)pathCells[pathCells.Count - 1].Center.X, borders.Height, 10, 10), null);
newWaypoint.MoveWithLevel = true; newWaypoint.MoveWithLevel = true;
wayPoints.Add(newWaypoint); wayPoints.Add(newWaypoint);
@@ -319,9 +319,11 @@ namespace Barotrauma.RuinGeneration
(int)((wall.B.X - wall.A.X) + radius*2.0f), (int)((wall.B.X - wall.A.X) + radius*2.0f),
(int)((wall.B.Y - wall.A.Y) + radius*2.0f)); (int)((wall.B.Y - wall.A.Y) + radius*2.0f));
//cut a section off from both ends of a horizontal wall to get nicer looking corners
if (wall.A.Y == wall.B.Y) if (wall.A.Y == wall.B.Y)
{ {
rect.Inflate(-32, 0); rect.Inflate(-32, 0);
if (rect.Width < Submarine.GridSize.X) continue;
} }
var structure = new Structure(rect, structurePrefab.Prefab as StructurePrefab, null); var structure = new Structure(rect, structurePrefab.Prefab as StructurePrefab, null);
+8 -2
View File
@@ -114,6 +114,8 @@ namespace Barotrauma
foreach (Structure wall in Structure.WallList) foreach (Structure wall in Structure.WallList)
{ {
if (wall.Submarine != submarine) continue;
Rectangle rect = wall.Rect; Rectangle rect = wall.Rect;
FixtureFactory.AttachRectangle( FixtureFactory.AttachRectangle(
ConvertUnits.ToSimUnits(rect.Width), ConvertUnits.ToSimUnits(rect.Width),
@@ -241,7 +243,11 @@ namespace Barotrauma
ForceTranslate(moveAmount); ForceTranslate(moveAmount);
if (submarine == Submarine.MainSub) GameMain.GameScreen.Cam.UpdateTransform(false); if ((Character.Controlled != null && Character.Controlled.Submarine == submarine) ||
(Character.Controlled == null && Submarine.GetClosest(GameMain.GameScreen.Cam.WorldViewCenter) == submarine))
{
GameMain.GameScreen.Cam.UpdateTransform(false);
}
submarine.SetPrevTransform(submarine.Position); submarine.SetPrevTransform(submarine.Position);
submarine.UpdateTransform(); submarine.UpdateTransform();
@@ -296,7 +302,7 @@ namespace Barotrauma
if (Character.Controlled != null) Character.Controlled.CursorPosition += amount; if (Character.Controlled != null) Character.Controlled.CursorPosition += amount;
if ((Character.Controlled != null && Character.Controlled.Submarine == submarine) || if ((Character.Controlled != null && Character.Controlled.Submarine == submarine) ||
Submarine.GetClosest(GameMain.GameScreen.Cam.WorldViewCenter) == submarine) (Character.Controlled == null && Submarine.GetClosest(GameMain.GameScreen.Cam.WorldViewCenter) == submarine))
{ {
GameMain.GameScreen.Cam.Position += amount; GameMain.GameScreen.Cam.Position += amount;
if (GameMain.GameScreen.Cam.TargetPos != Vector2.Zero) GameMain.GameScreen.Cam.TargetPos += amount; if (GameMain.GameScreen.Cam.TargetPos != Vector2.Zero) GameMain.GameScreen.Cam.TargetPos += amount;
+17 -5
View File
@@ -413,6 +413,11 @@ namespace Barotrauma.Networking
reliableChannel.Update(deltaTime); reliableChannel.Update(deltaTime);
if (gameStarted && respawnManager != null)
{
respawnManager.Update(deltaTime);
}
if (updateTimer > DateTime.Now) return; if (updateTimer > DateTime.Now) return;
if (myCharacter != null) if (myCharacter != null)
@@ -730,6 +735,8 @@ namespace Barotrauma.Networking
GameMain.GameScreen.Cam.TargetPos = Vector2.Zero; GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
GameMain.LightManager.LosEnabled = false; GameMain.LightManager.LosEnabled = false;
respawnManager = null;
float endPreviewLength = 10.0f; float endPreviewLength = 10.0f;
if (Screen.Selected == GameMain.GameScreen) if (Screen.Selected == GameMain.GameScreen)
@@ -779,11 +786,6 @@ namespace Barotrauma.Networking
if (fileStreamReceiver != null && if (fileStreamReceiver != null &&
(fileStreamReceiver.Status == FileTransferStatus.Receiving || fileStreamReceiver.Status == FileTransferStatus.NotStarted)) (fileStreamReceiver.Status == FileTransferStatus.Receiving || fileStreamReceiver.Status == FileTransferStatus.NotStarted))
{ {
//Vector2 pos = Screen.Selected == GameMain.NetLobbyScreen ?
// new Vector2(GameMain.NetLobbyScreen.SubList.Rect.X, GameMain.NetLobbyScreen.SubList.Rect.Bottom+5) : new Vector2(GameMain.GraphicsWidth / 2 - 200, 10);
Vector2 pos = new Vector2(GameMain.GraphicsWidth / 2 - 130, GameMain.NetLobbyScreen.InfoFrame.Rect.Y / 2 - 15); Vector2 pos = new Vector2(GameMain.GraphicsWidth / 2 - 130, GameMain.NetLobbyScreen.InfoFrame.Rect.Y / 2 - 15);
GUI.DrawString(spriteBatch, GUI.DrawString(spriteBatch,
@@ -804,6 +806,16 @@ namespace Barotrauma.Networking
} }
} }
if (respawnManager != null && respawnManager.CurrentState == RespawnManager.State.Waiting &&
myCharacter != null && myCharacter.IsDead)
{
GUI.DrawString(spriteBatch,
new Vector2(GameMain.GraphicsWidth - 300.0f, 20),
"Respawning in " + (int)respawnManager.RespawnTimer + " s",
Color.White, null, 0, GUI.SmallFont);
}
if (!GameMain.DebugDraw) return; if (!GameMain.DebugDraw) return;
int width = 200, height = 300; int width = 200, height = 300;
+15 -1
View File
@@ -851,6 +851,10 @@ namespace Barotrauma.Networking
existingEvents = new List<NetworkEvent>(NetworkEvent.Events); existingEvents = new List<NetworkEvent>(NetworkEvent.Events);
} }
yield return new WaitForSeconds(0.1f);
sender.inGame = true;
yield return CoroutineStatus.Success; yield return CoroutineStatus.Success;
} }
@@ -1102,6 +1106,8 @@ namespace Barotrauma.Networking
GameMain.GameScreen.Cam.TargetPos = Vector2.Zero; GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
GameMain.LightManager.LosEnabled = false; GameMain.LightManager.LosEnabled = false;
respawnManager = null;
gameStarted = false; gameStarted = false;
if (connectedClients.Count > 0) if (connectedClients.Count > 0)
@@ -1144,7 +1150,7 @@ namespace Barotrauma.Networking
} }
public void RespawnClients() public void SendRespawnManagerMsg()
{ {
NetOutgoingMessage msg = server.CreateMessage(); NetOutgoingMessage msg = server.CreateMessage();
respawnManager.WriteNetworkEvent(msg); respawnManager.WriteNetworkEvent(msg);
@@ -1342,6 +1348,14 @@ namespace Barotrauma.Networking
log.LogFrame.Draw(spriteBatch); log.LogFrame.Draw(spriteBatch);
} }
if (respawnManager != null && respawnManager.CurrentState == RespawnManager.State.Waiting && respawnManager.CountdownStarted)
{
GUI.DrawString(spriteBatch,
new Vector2(GameMain.GraphicsWidth - 500.0f, 20),
"Respawning in " + (int)respawnManager.RespawnTimer + " s",
Color.White, null, 0, GUI.SmallFont);
}
if (!ShowNetStats) return; if (!ShowNetStats) return;
int width = 200, height = 300; int width = 200, height = 300;
+123 -37
View File
@@ -16,7 +16,7 @@ namespace Barotrauma.Networking
const float RespawnInterval = 20.0f; const float RespawnInterval = 20.0f;
enum State public enum State
{ {
Waiting, Waiting,
Transporting, Transporting,
@@ -31,6 +31,22 @@ namespace Barotrauma.Networking
private Steering shuttleSteering; private Steering shuttleSteering;
private List<Door> shuttleDoors; private List<Door> shuttleDoors;
public float RespawnTimer
{
get { return respawnTimer; }
}
public bool CountdownStarted
{
get;
private set;
}
public State CurrentState
{
get { return state; }
}
private float respawnTimer, shuttleReturnTimer; private float respawnTimer, shuttleReturnTimer;
public RespawnManager(NetworkMember server) public RespawnManager(NetworkMember server)
@@ -85,42 +101,49 @@ namespace Barotrauma.Networking
private void UpdateWaiting(float deltaTime) private void UpdateWaiting(float deltaTime)
{ {
var server = networkMember as GameServer; var server = networkMember as GameServer;
if (server == null) return; if (server == null)
{
if (CountdownStarted)
{
respawnTimer = Math.Max(0.0f, respawnTimer - deltaTime);
}
return;
}
respawnShuttle.Velocity = Vector2.Zero; respawnShuttle.Velocity = Vector2.Zero;
shuttleSteering.AutoPilot = false; shuttleSteering.AutoPilot = false;
shuttleSteering.MaintainPos = false; shuttleSteering.MaintainPos = false;
if (GetClientsToRespawn().Count < MinCharactersToRespawn) return; int characterToRespawnCount = GetClientsToRespawn().Count;
if (server.Character != null && server.Character.IsDead) characterToRespawnCount++;
if (respawnTimer % 10.0f < 5.0f && (respawnTimer - deltaTime) % 10.0f > 5.0f) CountdownStarted = characterToRespawnCount >= MinCharactersToRespawn;
{
string time = respawnTimer <= 60.0f ?
(int)respawnTimer + " seconds" :
(int)Math.Floor(respawnTimer / 60.0f) + " minutes";
server.SendChatMessage("Transportation shuttle dispatching in " + time, ChatMessageType.Server); if (!CountdownStarted) return;
}
respawnTimer -= deltaTime; respawnTimer -= deltaTime;
if (respawnTimer <= 0.0f) if (respawnTimer <= 0.0f)
{ {
Respawn();
respawnTimer = RespawnInterval; respawnTimer = RespawnInterval;
state = State.Transporting;
Respawn();
} }
} }
private void UpdateTransporting(float deltaTime) private void UpdateTransporting(float deltaTime)
{ {
var server = networkMember as GameServer;
if (server == null) return;
if (Character.CharacterList.Any(c => c.Submarine == respawnShuttle && !c.IsDead)) return; if (Character.CharacterList.Any(c => c.Submarine == respawnShuttle && !c.IsDead)) return;
shuttleReturnTimer += deltaTime; shuttleReturnTimer += deltaTime;
if (shuttleReturnTimer > 10.0f) if (shuttleReturnTimer > 10.0f)
{ {
state = State.Returning; state = State.Returning;
server.SendRespawnManagerMsg();
shuttleReturnTimer = 0.0f; shuttleReturnTimer = 0.0f;
} }
} }
@@ -134,14 +157,31 @@ namespace Barotrauma.Networking
shuttleSteering.AutoPilot = true; shuttleSteering.AutoPilot = true;
shuttleSteering.MaintainPos = false; shuttleSteering.MaintainPos = false;
shuttleDoors.ForEach(s => s.IsOpen = false); foreach (Door door in shuttleDoors)
{
if (door.IsOpen) door.SetState(false, false, true);
}
if (shuttleSteering.SteeringPath != null && shuttleSteering.SteeringPath.CurrentIndex == shuttleSteering.SteeringPath.Nodes.Count-1) var server = networkMember as GameServer;
if (server == null) return;
//shuttle has returned if the path has been traversed or the shuttle is close enough to the exit
if (shuttleSteering.SteeringPath != null && shuttleSteering.SteeringPath.Finished
|| (respawnShuttle.WorldPosition.Y + respawnShuttle.Borders.Y > Level.Loaded.StartPosition.Y - Level.ShaftHeight &&
Math.Abs(Level.Loaded.StartPosition.X - respawnShuttle.WorldPosition.X) < 1000.0f))
{ {
CoroutineManager.StartCoroutine( CoroutineManager.StartCoroutine(
ForceShuttleToPos(new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + 1000.0f), 100.0f)); ForceShuttleToPos(new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + 1000.0f), 100.0f));
if (GameMain.GameSession != null && GameMain.GameSession.Map != null)
{
string msg = "The transportation shuttle has returned to " + GameMain.GameSession.Map.SelectedLocation;
server.SendChatMessage(ChatMessage.Create("", msg, ChatMessageType.Server, null), server.ConnectedClients);
}
state = State.Waiting; state = State.Waiting;
server.SendRespawnManagerMsg();
} }
shuttleReturnTimer = 0.0f; shuttleReturnTimer = 0.0f;
@@ -153,13 +193,15 @@ namespace Barotrauma.Networking
var server = networkMember as GameServer; var server = networkMember as GameServer;
if (server == null) return; if (server == null) return;
state = State.Transporting;
ResetShuttlePos(); ResetShuttlePos();
server.SendChatMessage("Transportation shuttle dispatched"); server.SendChatMessage(ChatMessage.Create("", "Transportation shuttle dispatched", ChatMessageType.Server, null), server.ConnectedClients);
server.RespawnClients(); server.SendRespawnManagerMsg();
CoroutineManager.StartCoroutine(ForceShuttleToPos(Level.Loaded.StartPosition, 100.0f)); CoroutineManager.StartCoroutine(ForceShuttleToPos(Level.Loaded.StartPosition - Vector2.UnitY * Level.ShaftHeight, 100.0f));
} }
private IEnumerable<object> ForceShuttleToPos(Vector2 position, float speed) private IEnumerable<object> ForceShuttleToPos(Vector2 position, float speed)
@@ -171,15 +213,18 @@ namespace Barotrauma.Networking
Vector2 displayVel = Vector2.Normalize(position - respawnShuttle.WorldPosition) * speed; Vector2 displayVel = Vector2.Normalize(position - respawnShuttle.WorldPosition) * speed;
respawnShuttle.SubBody.Body.LinearVelocity = ConvertUnits.ToSimUnits(displayVel); respawnShuttle.SubBody.Body.LinearVelocity = ConvertUnits.ToSimUnits(displayVel);
yield return CoroutineStatus.Running; yield return CoroutineStatus.Running;
if (respawnShuttle.SubBody == null) yield return CoroutineStatus.Success;
} }
respawnShuttle.SubBody.Body.RestoreCollisionWith(Level.Loaded.ShaftBodies[0]); respawnShuttle.SubBody.Body.RestoreCollisionWith(Level.Loaded.ShaftBodies[0]);
yield return CoroutineStatus.Success;
} }
private void ResetShuttlePos() private void ResetShuttlePos()
{ {
respawnShuttle.SetPosition(new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + 1000.0f)); respawnShuttle.SetPosition(new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + respawnShuttle.Borders.Height));
respawnShuttle.Velocity = Vector2.Zero; respawnShuttle.Velocity = Vector2.Zero;
} }
@@ -187,40 +232,81 @@ namespace Barotrauma.Networking
public void WriteNetworkEvent(NetOutgoingMessage msg) public void WriteNetworkEvent(NetOutgoingMessage msg)
{ {
var server = networkMember as GameServer; var server = networkMember as GameServer;
var clients = GetClientsToRespawn();
msg.Write((byte)PacketTypes.Respawn); msg.Write((byte)PacketTypes.Respawn);
var waypoints = WayPoint.SelectCrewSpawnPoints(clients.Select(c => c.characterInfo).ToList(), respawnShuttle); msg.WriteRangedInteger(0, Enum.GetNames(typeof(State)).Length, (int)state);
msg.Write((byte)clients.Count); switch (state)
for (int i = 0; i < clients.Count; i++)
{ {
msg.Write((byte)clients[i].ID); case State.Transporting:
clients[i].Character = Character.Create(clients[i].characterInfo, waypoints[i].WorldPosition, true, false); var clients = GetClientsToRespawn();
clients[i].Character.GiveJobItems(waypoints[i]);
GameMain.GameSession.CrewManager.characters.Add(clients[i].Character); List<CharacterInfo> characterInfos = clients.Select(c => c.characterInfo).ToList();
if (server.Character != null && server.Character.IsDead) characterInfos.Add(server.CharacterInfo);
server.WriteCharacterData(msg, clients[i].Character.Name, clients[i].Character); var waypoints = WayPoint.SelectCrewSpawnPoints(characterInfos, respawnShuttle);
msg.Write((byte)characterInfos.Count);
for (int i = 0; i < characterInfos.Count; i++)
{
var character = Character.Create(characterInfos[i], waypoints[i].WorldPosition, true, false);
if (i < clients.Count)
{
msg.Write((byte)clients[i].ID);
}
else
{
msg.Write((byte)0);
server.Character = character;
Character.Controlled = character;
}
character.GiveJobItems(waypoints[i]);
GameMain.GameSession.CrewManager.characters.Add(character);
server.WriteCharacterData(msg, character.Name, character);
}
break;
case State.Waiting:
msg.Write(respawnTimer);
break;
} }
} }
public void ReadNetworkEvent(NetIncomingMessage inc) public void ReadNetworkEvent(NetIncomingMessage inc)
{ {
ResetShuttlePos(); state = (State)inc.ReadRangedInteger(0, Enum.GetNames(typeof(State)).Length);
var client = networkMember as GameClient; switch (state)
int clientCount = inc.ReadByte();
for (int i = 0; i<clientCount; i++)
{ {
byte clientId = inc.ReadByte(); case State.Transporting:
CountdownStarted = false;
ResetShuttlePos();
client.ReadCharacterData(inc, clientId == client.ID); var client = networkMember as GameClient;
int clientCount = inc.ReadByte();
for (int i = 0; i < clientCount; i++)
{
byte clientId = inc.ReadByte();
client.ReadCharacterData(inc, clientId == client.ID);
}
CoroutineManager.StartCoroutine(ForceShuttleToPos(Level.Loaded.StartPosition - Vector2.UnitY * Level.ShaftHeight, 100.0f));
break;
case State.Waiting:
CountdownStarted = true;
respawnTimer = inc.ReadSingle();
break;
case State.Returning:
CountdownStarted = false;
break;
} }
CoroutineManager.StartCoroutine(ForceShuttleToPos(Level.Loaded.StartPosition, 100.0f));
} }
} }
} }
+1 -1
View File
@@ -155,7 +155,7 @@ namespace Barotrauma
public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch) public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
{ {
cam.UpdateTransform(true, true); cam.UpdateTransform(true, !GameMain.DebugDraw);
DrawMap(graphics, spriteBatch); DrawMap(graphics, spriteBatch);