(61d00a474) v0.9.7.1
This commit is contained in:
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using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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partial class Wire : ItemComponent, IDrawableComponent, IServerSerializable, IClientSerializable
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{
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public static Color higlightColor = Color.LightGreen;
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public static Color editorHighlightColor = Color.Yellow;
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public static Color editorSelectedColor = Color.Red;
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partial class WireSection
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{
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public void Draw(SpriteBatch spriteBatch, Wire wire, Color color, Vector2 offset, float depth, float width = 0.3f)
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{
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spriteBatch.Draw(wire.wireSprite.Texture,
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new Vector2(start.X + offset.X, -(start.Y + offset.Y)), null, color,
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-angle,
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new Vector2(0.0f, wire.wireSprite.size.Y / 2.0f),
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new Vector2(length / wire.wireSprite.Texture.Width, width),
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SpriteEffects.None,
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depth);
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}
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public static void Draw(SpriteBatch spriteBatch, Wire wire, Vector2 start, Vector2 end, Color color, float depth, float width = 0.3f)
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{
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start.Y = -start.Y;
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end.Y = -end.Y;
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spriteBatch.Draw(wire.wireSprite.Texture,
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start, null, color,
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MathUtils.VectorToAngle(end - start),
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new Vector2(0.0f, wire.wireSprite.size.Y / 2.0f),
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new Vector2((Vector2.Distance(start, end)) / wire.wireSprite.Texture.Width, width),
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SpriteEffects.None,
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depth);
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}
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}
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private static Sprite defaultWireSprite;
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private Sprite overrideSprite;
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private Sprite wireSprite;
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private static Wire draggingWire;
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private static int? selectedNodeIndex;
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private static int? highlightedNodeIndex;
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public Vector2 DrawSize
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{
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get { return sectionExtents; }
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}
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public static Wire DraggingWire
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{
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get => draggingWire;
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}
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partial void InitProjSpecific(XElement element)
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{
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if (defaultWireSprite == null)
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{
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defaultWireSprite = new Sprite("Content/Items/wireHorizontal.png", new Vector2(0.5f, 0.5f))
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{
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Depth = 0.85f
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};
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}
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().Equals("wiresprite", StringComparison.OrdinalIgnoreCase))
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{
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overrideSprite = new Sprite(subElement);
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break;
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}
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}
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wireSprite = overrideSprite ?? defaultWireSprite;
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}
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public void Draw(SpriteBatch spriteBatch, bool editing, float itemDepth = -1)
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{
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if (sections.Count == 0 && !IsActive || Hidden)
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{
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Drawable = false;
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return;
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}
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Vector2 drawOffset = Vector2.Zero;
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Submarine sub = item.Submarine;
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if (IsActive && sub == null) // currently being rewired, we need to get the sub from the connections in case the wire has been taken outside
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{
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if (connections[0] != null && connections[0].Item.Submarine != null) { sub = connections[0].Item.Submarine; }
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if (connections[1] != null && connections[1].Item.Submarine != null) { sub = connections[1].Item.Submarine; }
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}
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if (sub != null)
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{
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drawOffset = sub.DrawPosition + sub.HiddenSubPosition;
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}
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float depth = item.IsSelected ? 0.0f : wireSprite.Depth + ((item.ID % 100) * 0.00001f);
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if (item.IsHighlighted)
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{
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foreach (WireSection section in sections)
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{
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section.Draw(spriteBatch, this, Screen.Selected == GameMain.GameScreen ? higlightColor : editorHighlightColor, drawOffset, depth + 0.00001f, 0.7f);
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}
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}
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else if (item.IsSelected)
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{
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foreach (WireSection section in sections)
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{
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section.Draw(spriteBatch, this, editorSelectedColor, drawOffset, depth + 0.00001f, 0.7f);
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}
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}
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foreach (WireSection section in sections)
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{
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section.Draw(spriteBatch, this, item.Color, drawOffset, depth, 0.3f);
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}
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if (nodes.Count > 0)
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{
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if (!IsActive)
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{
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if (connections[0] == null) { DrawHangingWire(spriteBatch, nodes[0] + drawOffset, depth); }
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if (connections[1] == null) { DrawHangingWire(spriteBatch, nodes.Last() + drawOffset, depth); }
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}
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if (IsActive && item.ParentInventory?.Owner is Character user && user == Character.Controlled)// && Vector2.Distance(newNodePos, nodes[nodes.Count - 1]) > nodeDistance)
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{
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if (user.CanInteract)
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{
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Vector2 gridPos = Character.Controlled.Position;
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Vector2 roundedGridPos = new Vector2(
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MathUtils.RoundTowardsClosest(Character.Controlled.Position.X, Submarine.GridSize.X),
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MathUtils.RoundTowardsClosest(Character.Controlled.Position.Y, Submarine.GridSize.Y));
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//Vector2 attachPos = GetAttachPosition(user);
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if (item.Submarine == null)
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{
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Structure attachTarget = Structure.GetAttachTarget(item.WorldPosition);
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if (attachTarget != null)
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{
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if (attachTarget.Submarine != null)
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{
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//set to submarine-relative position
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gridPos += attachTarget.Submarine.Position;
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roundedGridPos += attachTarget.Submarine.Position;
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}
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}
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}
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else
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{
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gridPos += item.Submarine.Position;
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roundedGridPos += item.Submarine.Position;
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}
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Submarine.DrawGrid(spriteBatch, 14, gridPos, roundedGridPos, alpha: 0.7f);
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WireSection.Draw(
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spriteBatch, this,
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new Vector2(nodes[nodes.Count - 1].X, nodes[nodes.Count - 1].Y) + drawOffset,
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new Vector2(newNodePos.X, newNodePos.Y) + drawOffset,
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item.Color, 0.0f, 0.3f);
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WireSection.Draw(
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spriteBatch, this,
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new Vector2(newNodePos.X, newNodePos.Y) + drawOffset,
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item.DrawPosition,
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item.Color, itemDepth, 0.3f);
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GUI.DrawRectangle(spriteBatch, new Vector2(newNodePos.X + drawOffset.X, -(newNodePos.Y + drawOffset.Y)) - Vector2.One * 3, Vector2.One * 6, item.Color);
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}
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else
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{
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WireSection.Draw(
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spriteBatch, this,
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new Vector2(nodes[nodes.Count - 1].X, nodes[nodes.Count - 1].Y) + drawOffset,
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item.DrawPosition,
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item.Color, 0.0f, 0.3f);
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}
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}
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}
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if (!editing || !GameMain.SubEditorScreen.WiringMode) { return; }
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for (int i = 0; i < nodes.Count; i++)
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{
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Vector2 drawPos = nodes[i];
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if (item.Submarine != null) drawPos += item.Submarine.Position + item.Submarine.HiddenSubPosition;
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drawPos.Y = -drawPos.Y;
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if ((highlightedNodeIndex == i && item.IsHighlighted) || (selectedNodeIndex == i && item.IsSelected))
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{
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GUI.DrawRectangle(spriteBatch, drawPos + new Vector2(-10, -10), new Vector2(20, 20), editorHighlightColor, false, 0.0f);
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}
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if (item.IsSelected)
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{
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GUI.DrawRectangle(spriteBatch, drawPos + new Vector2(-5, -5), new Vector2(10, 10), item.Color, true, 0.0f);
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}
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else
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{
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GUI.DrawRectangle(spriteBatch, drawPos + new Vector2(-3, -3), new Vector2(6, 6), item.Color, true, 0.0f);
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}
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}
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}
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private void DrawHangingWire(SpriteBatch spriteBatch, Vector2 start, float depth)
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{
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float angle = (float)Math.Sin(GameMain.GameScreen.GameTime * 2.0f + item.ID) * 0.2f;
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Vector2 endPos = start + new Vector2((float)Math.Sin(angle), -(float)Math.Cos(angle)) * 50.0f;
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WireSection.Draw(
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spriteBatch, this,
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start, endPos,
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GUI.Style.Orange, depth + 0.00001f, 0.2f);
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WireSection.Draw(
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spriteBatch, this,
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start, start + (endPos - start) * 0.7f,
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item.Color, depth, 0.3f);
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}
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public static void UpdateEditing(List<Wire> wires)
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{
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Wire equippedWire =
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Character.Controlled?.SelectedItems[0]?.GetComponent<Wire>() ??
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Character.Controlled?.SelectedItems[1]?.GetComponent<Wire>();
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if (equippedWire != null)
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{
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if (PlayerInput.PrimaryMouseButtonClicked() && Character.Controlled.SelectedConstruction == null)
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{
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equippedWire.Use(1.0f, Character.Controlled);
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}
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return;
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}
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//dragging a node of some wire
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if (draggingWire != null)
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{
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if (Character.Controlled != null)
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{
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Character.Controlled.FocusedItem = null;
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Character.Controlled.ResetInteract = true;
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Character.Controlled.ClearInputs();
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}
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//cancel dragging
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if (!PlayerInput.PrimaryMouseButtonHeld())
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{
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draggingWire = null;
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selectedNodeIndex = null;
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}
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//update dragging
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else
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{
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MapEntity.DisableSelect = true;
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Submarine sub = draggingWire.item.Submarine;
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if (draggingWire.connections[0] != null && draggingWire.connections[0].Item.Submarine != null) sub = draggingWire.connections[0].Item.Submarine;
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if (draggingWire.connections[1] != null && draggingWire.connections[1].Item.Submarine != null) sub = draggingWire.connections[1].Item.Submarine;
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Vector2 nodeWorldPos = GameMain.SubEditorScreen.Cam.ScreenToWorld(PlayerInput.MousePosition);
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if (sub != null)
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{
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nodeWorldPos = nodeWorldPos - sub.HiddenSubPosition - sub.Position;
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}
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if (selectedNodeIndex.HasValue)
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{
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nodeWorldPos.X = MathUtils.Round(nodeWorldPos.X, Submarine.GridSize.X / 2.0f);
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nodeWorldPos.Y = MathUtils.Round(nodeWorldPos.Y, Submarine.GridSize.Y / 2.0f);
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draggingWire.nodes[(int)selectedNodeIndex] = nodeWorldPos;
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draggingWire.UpdateSections();
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}
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else
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{
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if (Vector2.DistanceSquared(nodeWorldPos, draggingWire.nodes[(int)highlightedNodeIndex]) > Submarine.GridSize.X * Submarine.GridSize.X)
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{
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selectedNodeIndex = highlightedNodeIndex;
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}
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}
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MapEntity.SelectEntity(draggingWire.item);
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}
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return;
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}
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//a wire has been selected -> check if we should start dragging one of the nodes
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float nodeSelectDist = 10, sectionSelectDist = 5;
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highlightedNodeIndex = null;
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if (MapEntity.SelectedList.Count == 1 && MapEntity.SelectedList[0] is Item)
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{
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Wire selectedWire = ((Item)MapEntity.SelectedList[0]).GetComponent<Wire>();
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if (selectedWire != null)
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{
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Vector2 mousePos = GameMain.SubEditorScreen.Cam.ScreenToWorld(PlayerInput.MousePosition);
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if (selectedWire.item.Submarine != null) mousePos -= (selectedWire.item.Submarine.Position + selectedWire.item.Submarine.HiddenSubPosition);
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//left click while holding ctrl -> check if the cursor is on a wire section,
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//and add a new node if it is
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if (PlayerInput.KeyDown(Keys.RightControl) || PlayerInput.KeyDown(Keys.LeftControl))
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{
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if (PlayerInput.PrimaryMouseButtonClicked())
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{
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if (Character.Controlled != null)
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{
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Character.Controlled.ResetInteract = true;
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Character.Controlled.ClearInputs();
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}
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int closestSectionIndex = selectedWire.GetClosestSectionIndex(mousePos, sectionSelectDist, out _);
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if (closestSectionIndex > -1)
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{
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selectedWire.nodes.Insert(closestSectionIndex + 1, mousePos);
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selectedWire.UpdateSections();
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}
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}
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}
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else
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{
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//check if close enough to a node
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int closestIndex = selectedWire.GetClosestNodeIndex(mousePos, nodeSelectDist, out _);
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if (closestIndex > -1)
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{
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highlightedNodeIndex = closestIndex;
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//start dragging the node
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if (PlayerInput.PrimaryMouseButtonHeld())
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{
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if (Character.Controlled != null)
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{
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Character.Controlled.ResetInteract = true;
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Character.Controlled.ClearInputs();
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}
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draggingWire = selectedWire;
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//selectedNodeIndex = closestIndex;
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return;
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}
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//remove the node
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else if (PlayerInput.SecondaryMouseButtonClicked() && closestIndex > 0 && closestIndex < selectedWire.nodes.Count - 1)
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{
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selectedWire.nodes.RemoveAt(closestIndex);
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selectedWire.UpdateSections();
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}
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}
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}
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}
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}
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Wire highlighted = null;
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//check which wire is highlighted with the cursor
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if (GUI.MouseOn == null)
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{
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float closestDist = float.PositiveInfinity;
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foreach (Wire w in wires)
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{
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Vector2 mousePos = GameMain.SubEditorScreen.Cam.ScreenToWorld(PlayerInput.MousePosition);
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if (w.item.Submarine != null) { mousePos -= (w.item.Submarine.Position + w.item.Submarine.HiddenSubPosition); }
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int highlightedNode = w.GetClosestNodeIndex(mousePos, highlighted == null ? nodeSelectDist : closestDist, out float dist);
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if (highlightedNode > -1)
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{
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if (dist < closestDist)
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{
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highlightedNodeIndex = highlightedNode;
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highlighted = w;
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closestDist = dist;
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}
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}
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if (w.GetClosestSectionIndex(mousePos, highlighted == null ? sectionSelectDist : closestDist, out dist) > -1)
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{
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//prefer nodes over sections
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if (dist + nodeSelectDist * 0.5f < closestDist)
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{
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highlightedNodeIndex = null;
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highlighted = w;
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closestDist = dist + nodeSelectDist * 0.5f;
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}
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}
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}
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}
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if (highlighted != null)
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{
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highlighted.item.IsHighlighted = true;
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if (PlayerInput.PrimaryMouseButtonClicked())
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{
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MapEntity.DisableSelect = true;
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MapEntity.SelectEntity(highlighted.item);
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}
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}
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}
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public void ClientRead(ServerNetObject type, IReadMessage msg, float sendingTime)
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{
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int eventIndex = msg.ReadRangedInteger(0, (int)Math.Ceiling(MaxNodeCount / (float)MaxNodesPerNetworkEvent));
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int nodeCount = msg.ReadRangedInteger(0, MaxNodesPerNetworkEvent);
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int nodeStartIndex = eventIndex * MaxNodesPerNetworkEvent;
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Vector2[] nodePositions = new Vector2[nodeStartIndex + nodeCount];
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for (int i = 0; i < nodes.Count && i < nodePositions.Length; i++)
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{
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nodePositions[i] = nodes[i];
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}
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for (int i = 0; i < nodeCount; i++)
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{
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nodePositions[nodeStartIndex + i] = new Vector2(msg.ReadSingle(), msg.ReadSingle());
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}
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if (nodePositions.Any(n => !MathUtils.IsValid(n)))
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{
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nodes.Clear();
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return;
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}
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nodes = nodePositions.ToList();
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UpdateSections();
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Drawable = nodes.Any();
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}
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public void ClientWrite(IWriteMessage msg, object[] extraData = null)
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{
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int nodeCount = (int)extraData[2];
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msg.Write((byte)nodeCount);
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if (nodeCount > 0)
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{
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msg.Write(nodes.Last().X);
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msg.Write(nodes.Last().Y);
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}
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}
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}
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}
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