(61d00a474) v0.9.7.1
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using System;
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using System.Xml.Linq;
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using Microsoft.Xna.Framework;
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namespace Barotrauma.SpriteDeformations
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{
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class InflateParams : SpriteDeformationParams
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{
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[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f, DecimalCount = 2, ValueStep = 1)]
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public override float Frequency { get; set; } = 1;
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[Serialize(1.0f, true), Editable(MinValueFloat = 0.01f, MaxValueFloat = 10.0f, DecimalCount = 2, ValueStep = 0.1f)]
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public float Scale { get; set; }
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public InflateParams(XElement element) : base(element)
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{
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}
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}
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class Inflate : SpriteDeformation
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{
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public override float Phase
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{
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get { return phase; }
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set
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{
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phase = value;
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//phase %= MathHelper.TwoPi;
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}
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}
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private float phase;
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private Vector2[,] deformation;
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private InflateParams InflateParams => Params as InflateParams;
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public Inflate(XElement element) : base(element, new InflateParams(element))
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{
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deformation = new Vector2[Resolution.X, Resolution.Y];
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for (int x = 0; x < Resolution.X; x++)
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{
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float normalizedX = x / (float)(Resolution.X - 1);
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for (int y = 0; y < Resolution.Y; y++)
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{
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float normalizedY = y / (float)(Resolution.X - 1);
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Vector2 centerDiff = new Vector2(normalizedX - 0.5f, normalizedY - 0.5f);
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float centerDist = centerDiff.Length() * 2.0f;
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if (centerDist == 0.0f) continue;
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deformation[x, y] = (centerDiff / centerDist) * Math.Min(1.0f, centerDist);
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}
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}
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phase = Rand.Range(0.0f, MathHelper.TwoPi);
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}
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protected override void GetDeformation(out Vector2[,] deformation, out float multiplier)
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{
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deformation = this.deformation;
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multiplier = InflateParams.Frequency <= 0.0f ? InflateParams.Scale : (float)(Math.Sin(phase) + 1.0f) / 2.0f * InflateParams.Scale;
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multiplier *= Params.Strength;
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}
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public override void Update(float deltaTime)
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{
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if (!Params.UseMovementSine)
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{
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phase += deltaTime * InflateParams.Frequency;
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phase %= MathHelper.TwoPi;
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}
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}
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}
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}
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