(ad567dea) v0.9.7.1

This commit is contained in:
Juan Pablo Arce
2020-03-04 19:54:29 -03:00
parent 3c09ebe02f
commit 3e99a49383
212 changed files with 1970 additions and 3265 deletions
@@ -248,6 +248,8 @@ namespace Barotrauma
if (!editing && !GameMain.DebugDraw) return;
if (aiTarget != null) aiTarget.Draw(spriteBatch);
Rectangle drawRect =
Submarine == null ? rect : new Rectangle((int)(Submarine.DrawPosition.X + rect.X), (int)(Submarine.DrawPosition.Y + rect.Y), rect.Width, rect.Height);
@@ -269,8 +271,7 @@ namespace Barotrauma
GUI.DrawRectangle(spriteBatch, new Rectangle(drawRect.Center.X, -drawRect.Y + drawRect.Height / 2, 10, (int)(100 * Math.Min(waterVolume / Volume, 1.0f))), Color.Cyan, true);
if (WaterVolume > Volume)
{
float maxExcessWater = Volume * MaxCompress;
GUI.DrawRectangle(spriteBatch, new Rectangle(drawRect.Center.X, -drawRect.Y + drawRect.Height / 2, 10, (int)(100 * (waterVolume - Volume) / maxExcessWater)), GUI.Style.Red, true);
GUI.DrawRectangle(spriteBatch, new Rectangle(drawRect.Center.X, -drawRect.Y + drawRect.Height / 2, 10, (int)(100 * (waterVolume - Volume) / MaxCompress)), GUI.Style.Red, true);
}
GUI.DrawRectangle(spriteBatch, new Rectangle(drawRect.Center.X, -drawRect.Y + drawRect.Height / 2, 10, 100), Color.Black);
@@ -39,7 +39,7 @@ namespace Barotrauma
foreach (XElement subElement in element.Elements())
{
if (!subElement.Name.ToString().Equals("sprite", System.StringComparison.OrdinalIgnoreCase)) { continue; }
if (subElement.Name.ToString().ToLowerInvariant() != "sprite") continue;
Sprite = new Sprite(subElement, lazyLoad: true);
break;
@@ -126,7 +126,7 @@ namespace Barotrauma
int j = 0;
foreach (XElement subElement in Prefab.Config.Elements())
{
if (!subElement.Name.ToString().Equals("deformablesprite", StringComparison.OrdinalIgnoreCase)) { continue; }
if (subElement.Name.ToString().ToLowerInvariant() != "deformablesprite") continue;
foreach (XElement animationElement in subElement.Elements())
{
var newDeformation = SpriteDeformation.Load(animationElement, Prefab.Name);
@@ -4,7 +4,6 @@ using Barotrauma.SpriteDeformations;
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
@@ -121,7 +120,7 @@ namespace Barotrauma
SerializableProperty.SerializeProperties(this, element);
foreach (XElement subElement in element.Elements().ToList())
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
@@ -140,7 +139,7 @@ namespace Barotrauma
break;
}
}
foreach (LightSourceParams lightSourceParams in LightSourceParams)
{
var lightElement = new XElement("LightSource");
@@ -161,7 +160,7 @@ namespace Barotrauma
bool elementFound = false;
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().Equals("overridecommonness", System.StringComparison.OrdinalIgnoreCase)
if (subElement.Name.ToString().ToLowerInvariant() == "overridecommonness"
&& subElement.GetAttributeString("leveltype", "") == overrideCommonness.Key)
{
subElement.Attribute("commonness").Value = overrideCommonness.Value.ToString("G", CultureInfo.InvariantCulture);
@@ -589,14 +589,6 @@ namespace Barotrauma
if (structure.FlippedX && structure.Prefab.CanSpriteFlipX) spriteEffects ^= SpriteEffects.FlipHorizontally;
if (structure.flippedY && structure.Prefab.CanSpriteFlipY) spriteEffects ^= SpriteEffects.FlipVertically;
}
else if (e is WayPoint wayPoint)
{
Vector2 drawPos = e.WorldPosition;
drawPos.Y = -drawPos.Y;
drawPos += moveAmount;
wayPoint.Draw(spriteBatch, drawPos);
continue;
}
e.prefab?.DrawPlacing(spriteBatch,
new Rectangle(e.WorldRect.Location + new Point((int)moveAmount.X, (int)-moveAmount.Y), e.WorldRect.Size), e.Scale, spriteEffects);
GUI.DrawRectangle(spriteBatch,
@@ -254,7 +254,7 @@ namespace Barotrauma
spriteBatch,
new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)),
new Vector2(rect.Width, rect.Height),
color: Prefab.BackgroundSpriteColor,
color: color,
textureScale: TextureScale * Scale,
startOffset: backGroundOffset,
depth: Math.Max(Prefab.BackgroundSprite.Depth + (ID % 255) * 0.000001f, depth + 0.000001f));
@@ -350,6 +350,8 @@ namespace Barotrauma
}
}
}
AiTarget?.Draw(spriteBatch);
}
}
@@ -6,12 +6,6 @@ namespace Barotrauma
{
partial class StructurePrefab : MapEntityPrefab
{
public Color BackgroundSpriteColor
{
get;
private set;
}
public override void UpdatePlacing(Camera cam)
{
Vector2 position = Submarine.MouseToWorldGrid(cam, Submarine.MainSub);
@@ -56,8 +56,6 @@ namespace Barotrauma
private static List<RoundSound> roundSounds = null;
public static RoundSound LoadRoundSound(XElement element, bool stream = false)
{
if (GameMain.SoundManager?.Disabled ?? true) { return null; }
string filename = element.GetAttributeString("file", "");
if (string.IsNullOrEmpty(filename)) filename = element.GetAttributeString("sound", "");
@@ -9,8 +9,9 @@ namespace Barotrauma
{
partial class WayPoint : MapEntity
{
private static Dictionary<SpawnType, Sprite> iconSprites;
private const int WaypointSize = 12, SpawnPointSize = 32;
private static Texture2D iconTexture;
private const int IconSize = 32;
private static int[] iconIndices = { 3, 0, 1, 2 };
public override bool IsVisible(Rectangle worldView)
{
@@ -22,58 +23,58 @@ namespace Barotrauma
get { return !IsHidden(); }
}
public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true)
{
if (!editing && !GameMain.DebugDraw) { return; }
if (IsHidden()) { return; }
//Rectangle drawRect =
// Submarine == null ? rect : new Rectangle((int)(Submarine.DrawPosition.X + rect.X), (int)(Submarine.DrawPosition.Y + rect.Y), rect.Width, rect.Height);
Vector2 drawPos = Position;
if (Submarine != null) { drawPos += Submarine.DrawPosition; }
if (Submarine != null) drawPos += Submarine.DrawPosition;
drawPos.Y = -drawPos.Y;
Draw(spriteBatch, drawPos);
}
public void Draw(SpriteBatch spriteBatch, Vector2 drawPos)
{
Color clr = currentHull == null ? Color.CadetBlue : GUI.Style.Green;
if (spawnType != SpawnType.Path) { clr = Color.Gray; }
Color clr = currentHull == null ? Color.Blue : Color.White;
if (isObstructed)
{
clr = Color.Black;
}
if (IsHighlighted || IsHighlighted) { clr = Color.Lerp(clr, Color.White, 0.8f); }
if (IsSelected) clr = GUI.Style.Red;
if (IsHighlighted) clr = Color.DarkRed;
int iconSize = spawnType == SpawnType.Path ? WaypointSize : SpawnPointSize;
if (ConnectedGap != null || Ladders != null || Stairs != null || SpawnType != SpawnType.Path) { iconSize = (int)(iconSize * 1.5f); }
int iconX = iconIndices[(int)spawnType] * IconSize % iconTexture.Width;
int iconY = (int)(Math.Floor(iconIndices[(int)spawnType] * IconSize / (float)iconTexture.Width)) * IconSize;
if (IsSelected || IsHighlighted)
int iconSize = IconSize;
if (ConnectedGap != null)
{
int glowSize = (int)(iconSize * 1.5f);
GUI.Style.UIGlowCircular.Draw(spriteBatch,
new Rectangle((int)(drawPos.X - glowSize / 2), (int)(drawPos.Y - glowSize / 2), glowSize, glowSize),
Color.White);
iconSize = (int)(iconSize * 1.5f);
}
if (Ladders != null)
{
iconSize = (int)(iconSize * 1.5f);
}
if (Stairs != null)
{
iconSize = (int)(iconSize * 1.5f);
}
Sprite sprite = iconSprites[SpawnType];
if (spawnType == SpawnType.Human && AssignedJob?.Icon != null)
{
sprite = iconSprites[SpawnType.Path];
}
sprite.Draw(spriteBatch, drawPos, clr, scale: iconSize / (float)sprite.SourceRect.Width, depth: 0.001f);
sprite.RelativeOrigin = Vector2.One * 0.5f;
if (spawnType == SpawnType.Human && AssignedJob?.Icon != null)
{
AssignedJob.Icon.Draw(spriteBatch, drawPos, AssignedJob.UIColor, scale: iconSize / (float)AssignedJob.Icon.SourceRect.Width * 0.8f, depth: 0.0f);
}
spriteBatch.Draw(iconTexture,
new Rectangle((int)(drawPos.X - iconSize / 2), (int)(drawPos.Y - iconSize / 2), iconSize, iconSize),
new Rectangle(iconX, iconY, IconSize, IconSize), clr);
//GUI.DrawRectangle(spriteBatch, new Rectangle(drawRect.X, -drawRect.Y, rect.Width, rect.Height), clr, true);
//GUI.SmallFont.DrawString(spriteBatch, Position.ToString(), new Vector2(Position.X, -Position.Y), Color.White);
foreach (MapEntity e in linkedTo)
{
GUI.DrawLine(spriteBatch,
drawPos,
new Vector2(e.DrawPosition.X, -e.DrawPosition.Y),
(isObstructed ? Color.Gray : GUI.Style.Green) * 0.7f, width: 5, depth: 0.002f);
isObstructed ? Color.Gray : GUI.Style.Green, width: 5);
}
GUI.SmallFont.DrawString(spriteBatch,
@@ -82,14 +83,6 @@ namespace Barotrauma
Color.WhiteSmoke);
}
public override bool IsMouseOn(Vector2 position)
{
if (IsHidden()) { return false; }
float dist = Vector2.DistanceSquared(position, WorldPosition);
float radius = (SpawnType == SpawnType.Path ? WaypointSize : SpawnPointSize) * 0.6f;
return dist < radius * radius;
}
private bool IsHidden()
{
if (spawnType == SpawnType.Path)