(61d00a474) v0.9.7.1
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using Barotrauma.Networking;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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using System;
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namespace Barotrauma
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{
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public class Camera
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{
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public static bool FollowSub = true;
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private float? defaultZoom;
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public float DefaultZoom
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{
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get { return defaultZoom ?? (GameMain.Config == null || GameMain.Config.EnableMouseLook ? 1.3f : 1.0f); }
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set
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{
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defaultZoom = MathHelper.Clamp(value, 0.5f, 2.0f);
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}
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}
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private float zoomSmoothness = 8.0f;
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public float ZoomSmoothness
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{
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get { return zoomSmoothness; }
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set { zoomSmoothness = Math.Max(value, 0.01f); }
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}
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private float moveSmoothness = 8.0f;
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public float MoveSmoothness
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{
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get { return moveSmoothness; }
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set { moveSmoothness = Math.Max(value, 0.01f); }
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}
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private float minZoom = 0.1f;
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public float MinZoom
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{
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get { return minZoom;}
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set { minZoom = MathHelper.Clamp(value, 0.01f, 10.0f); }
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}
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private float maxZoom = 2.0f;
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public float MaxZoom
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{
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get { return maxZoom; }
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set { maxZoom = MathHelper.Clamp(value, 1.0f, 10.0f); }
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}
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private float zoom;
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private float offsetAmount;
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private Matrix transform, shaderTransform, viewMatrix;
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private Vector2 position;
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private float rotation;
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private float angularVelocity;
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private float angularDamping;
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private float angularSpring;
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private Vector2 prevPosition;
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private float prevZoom;
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public float Shake;
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private Vector2 shakePosition;
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private float shakeTimer;
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//the area of the world inside the camera view
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private Rectangle worldView;
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private float globalZoomScale = 1.0f;
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private Point resolution;
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private Vector2 targetPos;
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//used to smooth out the movement when in freecam
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private float targetZoom;
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private Vector2 velocity;
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public float Zoom
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{
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get { return zoom; }
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set
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{
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zoom = MathHelper.Clamp(value, GameMain.DebugDraw ? 0.01f : MinZoom, MaxZoom);
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Vector2 center = WorldViewCenter;
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float newWidth = resolution.X / zoom;
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float newHeight = resolution.Y / zoom;
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worldView = new Rectangle(
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(int)(center.X - newWidth / 2.0f),
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(int)(center.Y + newHeight / 2.0f),
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(int)newWidth,
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(int)newHeight);
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//UpdateTransform();
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}
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}
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public float Rotation
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{
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get { return rotation; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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rotation = value;
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}
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}
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public float AngularVelocity
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{
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get { return angularVelocity; }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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angularVelocity = value;
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}
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}
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public float OffsetAmount
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{
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get { return offsetAmount; }
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set { offsetAmount = value; }
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}
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public Point Resolution
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{
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get { return resolution; }
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}
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public Rectangle WorldView
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{
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get { return worldView; }
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}
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public Vector2 WorldViewCenter
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{
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get
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{
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return new Vector2(
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worldView.X + worldView.Width / 2.0f,
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worldView.Y - worldView.Height / 2.0f);
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}
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}
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public Matrix Transform
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{
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get { return transform; }
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}
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public Matrix ShaderTransform
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{
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get { return shaderTransform; }
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}
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public Camera()
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{
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zoom = prevZoom = targetZoom = 1.0f;
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rotation = 0.0f;
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position = Vector2.Zero;
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CreateMatrices();
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GameMain.Instance.OnResolutionChanged += () => { CreateMatrices(); };
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UpdateTransform(false);
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}
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public Vector2 TargetPos
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{
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get { return targetPos; }
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set { targetPos = value; }
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}
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public Vector2 GetPosition()
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{
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return position;
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}
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// Auxiliary function to move the camera
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public void Translate(Vector2 amount)
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{
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position += amount;
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}
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public void ClientWrite(IWriteMessage msg)
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{
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if (Character.Controlled != null && !Character.Controlled.IsDead) { return; }
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msg.Write((byte)ClientNetObject.SPECTATING_POS);
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msg.Write(position.X);
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msg.Write(position.Y);
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}
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private void CreateMatrices()
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{
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resolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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worldView = new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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viewMatrix = Matrix.CreateTranslation(new Vector3(GameMain.GraphicsWidth / 2.0f, GameMain.GraphicsHeight / 2.0f, 0));
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globalZoomScale = (float)Math.Pow(new Vector2(resolution.X, resolution.Y).Length() / new Vector2(1920, 1080).Length(), 2);
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}
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public void UpdateTransform(bool interpolate = true)
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{
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Vector2 interpolatedPosition = interpolate ? Timing.Interpolate(prevPosition, position) : position;
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float interpolatedZoom = interpolate ? Timing.Interpolate(prevZoom, zoom) : zoom;
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worldView.X = (int)(interpolatedPosition.X - worldView.Width / 2.0);
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worldView.Y = (int)(interpolatedPosition.Y + worldView.Height / 2.0);
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transform = Matrix.CreateTranslation(
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new Vector3(-interpolatedPosition.X, interpolatedPosition.Y, 0)) *
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Matrix.CreateScale(new Vector3(interpolatedZoom, interpolatedZoom, 1)) *
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Matrix.CreateRotationZ(rotation) * viewMatrix;
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shaderTransform = Matrix.CreateTranslation(
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new Vector3(
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-interpolatedPosition.X - resolution.X / interpolatedZoom / 2.0f,
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-interpolatedPosition.Y - resolution.Y / interpolatedZoom / 2.0f, 0)) *
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Matrix.CreateScale(new Vector3(interpolatedZoom, interpolatedZoom, 1)) *
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viewMatrix * Matrix.CreateRotationZ(-rotation);
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if (Character.Controlled == null)
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{
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GameMain.SoundManager.ListenerPosition = new Vector3(WorldViewCenter.X, WorldViewCenter.Y, -(100.0f / zoom));
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}
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else
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{
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GameMain.SoundManager.ListenerPosition = new Vector3(Character.Controlled.WorldPosition.X, Character.Controlled.WorldPosition.Y, -(100.0f / zoom));
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}
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if (!interpolate)
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{
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prevPosition = position;
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prevZoom = zoom;
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}
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}
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private Vector2 previousOffset;
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/// <summary>
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/// Resets to false each time the MoveCamera method is called.
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/// </summary>
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public bool Freeze { get; set; }
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public void MoveCamera(float deltaTime, bool allowMove = true, bool allowZoom = true)
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{
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prevPosition = position;
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prevZoom = zoom;
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float moveSpeed = 20.0f / zoom;
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Vector2 moveCam = Vector2.Zero;
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if (targetPos == Vector2.Zero)
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{
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Vector2 moveInput = Vector2.Zero;
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if (allowMove && GUI.KeyboardDispatcher.Subscriber == null)
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{
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if (PlayerInput.KeyDown(Keys.LeftShift)) moveSpeed *= 2.0f;
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if (PlayerInput.KeyDown(Keys.LeftControl)) moveSpeed *= 0.5f;
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if (GameMain.Config.KeyBind(InputType.Left).IsDown()) moveInput.X -= 1.0f;
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if (GameMain.Config.KeyBind(InputType.Right).IsDown()) moveInput.X += 1.0f;
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if (GameMain.Config.KeyBind(InputType.Down).IsDown()) moveInput.Y -= 1.0f;
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if (GameMain.Config.KeyBind(InputType.Up).IsDown()) moveInput.Y += 1.0f;
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}
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velocity = Vector2.Lerp(velocity, moveInput, deltaTime * 10.0f);
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moveCam = velocity * moveSpeed * deltaTime * 60.0f;
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if (Screen.Selected == GameMain.GameScreen && FollowSub)
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{
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var closestSub = Submarine.FindClosest(WorldViewCenter);
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if (closestSub != null)
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{
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moveCam += FarseerPhysics.ConvertUnits.ToDisplayUnits(closestSub.Velocity * deltaTime);
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}
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}
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if (allowZoom && GUI.MouseOn == null)
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{
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Vector2 mouseInWorld = ScreenToWorld(PlayerInput.MousePosition);
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Vector2 diffViewCenter;
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diffViewCenter = ((mouseInWorld - Position) * Zoom);
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targetZoom = MathHelper.Clamp(
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targetZoom + (PlayerInput.ScrollWheelSpeed / 1000.0f) * zoom,
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GameMain.DebugDraw ? MinZoom * 0.1f : MinZoom,
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MaxZoom);
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Zoom = MathHelper.Lerp(Zoom, targetZoom, deltaTime * 10.0f);
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if (!PlayerInput.KeyDown(Keys.F)) Position = mouseInWorld - (diffViewCenter / Zoom);
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}
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}
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else if (allowMove)
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{
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Vector2 mousePos = PlayerInput.MousePosition;
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Vector2 offset = mousePos - resolution.ToVector2() / 2;
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offset.X = offset.X / (resolution.X * 0.4f);
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offset.Y = -offset.Y / (resolution.Y * 0.3f);
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if (offset.LengthSquared() > 1.0f) offset.Normalize();
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offset *= offsetAmount;
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// Freeze the camera movement by default, when the cursor is on top of an ui element.
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// Setting a positive value to the OffsetAmount, will override this behaviour.
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if (GUI.MouseOn != null && offsetAmount > 0)
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{
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Freeze = true;
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}
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if (CharacterHealth.OpenHealthWindow != null || CrewManager.IsCommandInterfaceOpen)
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{
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offset *= 0;
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Freeze = false;
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}
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if (Freeze)
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{
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offset = previousOffset;
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}
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else
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{
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previousOffset = offset;
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}
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//how much to zoom out (zoom completely out when offset is 1000)
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float zoomOutAmount = Math.Min(offset.Length() / 1000.0f, 1.0f);
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//zoom amount when resolution is not taken into account
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float unscaledZoom = MathHelper.Lerp(DefaultZoom, MinZoom, zoomOutAmount);
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//zoom with resolution taken into account (zoom further out on smaller resolutions)
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float scaledZoom = unscaledZoom * globalZoomScale;
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//an ad-hoc way of allowing the players to have roughly the same maximum view distance regardless of the resolution,
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//while still keeping the zoom around 1.0 when not looking further away (because otherwise we'd always be downsampling
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//on lower resolutions, which doesn't look that good)
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float newZoom = MathHelper.Lerp(unscaledZoom, scaledZoom,
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(GameMain.Config == null || GameMain.Config.EnableMouseLook) ? (float)Math.Sqrt(zoomOutAmount) : 0.3f);
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Zoom += (newZoom - zoom) / ZoomSmoothness;
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//force targetzoom to the current zoom value, so the camera stays at the same zoom when switching to freecam
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targetZoom = Zoom;
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Vector2 diff = (targetPos + offset) - position;
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moveCam = diff / MoveSmoothness;
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}
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rotation += angularVelocity * deltaTime;
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angularVelocity *= (1.0f - angularDamping);
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angularVelocity += -rotation * angularSpring;
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angularDamping = 0.05f;
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angularSpring = 0.2f;
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if (Shake < 0.01f)
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{
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shakePosition = Vector2.Zero;
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shakeTimer = 0.0f;
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}
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else
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{
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shakeTimer += deltaTime * 5.0f;
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Vector2 noisePos = new Vector2((float)PerlinNoise.CalculatePerlin(shakeTimer, shakeTimer, 0) - 0.5f, (float)PerlinNoise.CalculatePerlin(shakeTimer, shakeTimer, 0.5f) - 0.5f);
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shakePosition = noisePos * Shake * 2.0f;
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Shake = MathHelper.Lerp(Shake, 0.0f, deltaTime * 2.0f);
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}
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Translate(moveCam + shakePosition);
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Freeze = false;
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}
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public void StopMovement()
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{
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targetZoom = zoom;
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velocity = Vector2.Zero;
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angularVelocity = 0.0f;
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rotation = 0.0f;
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}
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public Vector2 Position
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{
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get { return position; }
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set
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{
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if (!MathUtils.IsValid(value))
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{
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return;
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}
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position = value;
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}
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}
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public Vector2 ScreenToWorld(Vector2 coords)
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{
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Vector2 worldCoords = Vector2.Transform(coords, Matrix.Invert(transform));
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return new Vector2(worldCoords.X, -worldCoords.Y);
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}
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public Vector2 WorldToScreen(Vector2 coords)
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{
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coords.Y = -coords.Y;
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//Vector2 screenCoords = Vector2.Transform(coords, transform);
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return Vector2.Transform(coords, transform);
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}
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}
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}
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Reference in New Issue
Block a user