Merge branch 'master' of https://github.com/Regalis11/Barotrauma into develop
This commit is contained in:
@@ -1421,10 +1421,27 @@ namespace Barotrauma.Items.Components
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{
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Sprite sprite = structure.Sprite;
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if (sprite is null) { return; }
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Vector2 textureOffset = structure.TextureOffset;
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textureOffset = new Vector2(
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MathUtils.PositiveModulo(-textureOffset.X, sprite.SourceRect.Width * structure.TextureScale.X * structure.Scale),
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MathUtils.PositiveModulo(-textureOffset.Y, sprite.SourceRect.Height * structure.TextureScale.Y * structure.Scale));
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RectangleF entityRect = ScaleRectToUI(structure, parent, border);
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Vector2 spriteScale = new Vector2(entityRect.Size.X / sprite.size.X, entityRect.Size.Y / sprite.size.Y);
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sprite.Draw(spriteBatch, new Vector2(entityRect.Location.X + inflate, entityRect.Location.Y + inflate), structure.SpriteColor, Vector2.Zero, 0f, spriteScale, sprite.effects ^ structure.SpriteEffects);
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Vector2 spriteScale = new Vector2(entityRect.Size.X / structure.Rect.Width, entityRect.Size.Y / structure.Rect.Height);
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float rotation = MathHelper.ToRadians(structure.Rotation);
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sprite.DrawTiled(
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spriteBatch: spriteBatch,
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position: entityRect.Location + entityRect.Size * 0.5f + (inflate, inflate),
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targetSize: entityRect.Size,
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rotation: rotation,
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origin: entityRect.Size * 0.5f,
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color: structure.SpriteColor,
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startOffset: textureOffset * spriteScale,
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textureScale: structure.TextureScale * structure.Scale * spriteScale,
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depth: structure.SpriteDepth,
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spriteEffects: sprite.effects ^ structure.SpriteEffects);
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}
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private static RectangleF ScaleRectToUI(MapEntity entity, RectangleF parentRect, RectangleF worldBorders)
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@@ -86,7 +86,7 @@ namespace Barotrauma
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MathUtils.RoundTowardsClosest(center.Y, Submarine.GridSize.Y) - center.Y - Submarine.GridSize.Y / 2);
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MapEntity.SelectedList.Clear();
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entities.ForEach(e => MapEntity.AddSelection(e));
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assemblyEntities.ForEach(e => MapEntity.AddSelection(e));
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foreach (MapEntity mapEntity in assemblyEntities)
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{
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@@ -99,6 +99,10 @@ namespace Barotrauma
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}
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}
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//restore the previous selection
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MapEntity.SelectedList.Clear();
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entities.ForEach(e => MapEntity.AddSelection(e));
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return element;
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}
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}
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@@ -51,6 +51,72 @@ namespace Barotrauma
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UpdateSpriteStates(0.0f);
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}
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public static Vector2 UpgradeTextureOffset(
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Vector2 targetSize,
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Vector2 originalTextureOffset,
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SubmarineInfo submarineInfo,
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Rectangle sourceRect,
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Vector2 scale,
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bool flippedX,
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bool flippedY)
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{
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if (submarineInfo.GameVersion <= Sprite.LastBrokenTiledSpriteGameVersion)
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{
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// Tiled sprite rendering was significantly changed after v1.2.3.0:
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// Rendering flipped, scaled and offset textures was completely broken,
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// but some existing community submarines depend on that old behavior,
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// so let's redo some of the broken logic here if the sub is old enough
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Vector2 flipper = (flippedX ? -1f : 1f, flippedY ? -1f : 1f);
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var textureOffset = originalTextureOffset * flipper;
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textureOffset = new Vector2(
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MathUtils.PositiveModulo((int)-textureOffset.X, sourceRect.Width),
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MathUtils.PositiveModulo((int)-textureOffset.Y, sourceRect.Height));
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textureOffset.X = (textureOffset.X / scale.X) % sourceRect.Width;
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textureOffset.Y = (textureOffset.Y / scale.Y) % sourceRect.Height;
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Vector2 flippedDrawOffset = Vector2.Zero;
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if (flippedX)
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{
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float diff = targetSize.X % (sourceRect.Width * scale.X);
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flippedDrawOffset.X = (sourceRect.Width * scale.X - diff) / scale.X;
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flippedDrawOffset.X =
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MathUtils.NearlyEqual(flippedDrawOffset.X, MathF.Round(flippedDrawOffset.X)) ?
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MathF.Round(flippedDrawOffset.X) : flippedDrawOffset.X;
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}
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if (flippedY)
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{
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float diff = targetSize.Y % (sourceRect.Height * scale.Y);
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flippedDrawOffset.Y = (sourceRect.Height * scale.Y - diff) / scale.Y;
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flippedDrawOffset.Y =
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MathUtils.NearlyEqual(flippedDrawOffset.Y, MathF.Round(flippedDrawOffset.Y)) ?
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MathF.Round(flippedDrawOffset.Y) : flippedDrawOffset.Y;
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}
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var textureOffsetPlusFlipBs = textureOffset + flippedDrawOffset;
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if (textureOffsetPlusFlipBs.X > sourceRect.Width)
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{
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var diff = textureOffsetPlusFlipBs.X - sourceRect.Width;
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textureOffset.X = (textureOffset.X + diff * (scale.X - 1f)) % sourceRect.Width;
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}
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if (textureOffsetPlusFlipBs.Y > sourceRect.Height)
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{
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var diff = textureOffsetPlusFlipBs.Y - sourceRect.Height;
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textureOffset.Y = (textureOffset.Y + diff * (scale.Y - 1f)) % sourceRect.Height;
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}
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textureOffset *= scale * flipper;
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return -textureOffset;
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}
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return originalTextureOffset;
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}
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partial void CreateConvexHull(Vector2 position, Vector2 size, float rotation)
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{
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if (!CastShadow) { return; }
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@@ -112,8 +178,8 @@ namespace Barotrauma
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foreach (LightSource light in Lights)
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{
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Vector2 bgOffset = new Vector2(
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MathUtils.PositiveModulo((int)-textOffset.X, light.texture.Width),
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MathUtils.PositiveModulo((int)-textOffset.Y, light.texture.Height));
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MathUtils.PositiveModulo(-textOffset.X, light.texture.Width),
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MathUtils.PositiveModulo(-textOffset.Y, light.texture.Height));
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light.LightTextureOffset = bgOffset;
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}
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@@ -128,6 +194,16 @@ namespace Barotrauma
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CanTakeKeyBoardFocus = false
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};
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var editor = new SerializableEntityEditor(listBox.Content.RectTransform, this, inGame, showName: true, titleFont: GUIStyle.LargeFont) { UserData = this };
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if (editor.Fields.TryGetValue(nameof(Scale).ToIdentifier(), out GUIComponent[] scaleFields) &&
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scaleFields.FirstOrDefault() is GUINumberInput scaleInput)
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{
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//texture offset needs to be adjusted when scaling the entity to keep the look of the entity unchanged
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scaleInput.OnValueChanged += (GUINumberInput numberInput) =>
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{
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TextureOffset *= (Scale / ScaleWhenTextureOffsetSet);
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};
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}
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if (Submarine.MainSub?.Info?.Type == SubmarineType.OutpostModule)
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{
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@@ -334,8 +410,6 @@ namespace Barotrauma
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float depth = GetDrawDepth();
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Vector2 textureOffset = this.textureOffset;
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if (FlippedX) { textureOffset.X = -textureOffset.X; }
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if (FlippedY) { textureOffset.Y = -textureOffset.Y; }
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if (back && damageEffect == null && !isWiringMode)
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{
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@@ -365,8 +439,8 @@ namespace Barotrauma
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Prefab.BackgroundSprite.effects ^= SpriteEffects;
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Vector2 backGroundOffset = new Vector2(
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MathUtils.PositiveModulo((int)-textureOffset.X, Prefab.BackgroundSprite.SourceRect.Width),
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MathUtils.PositiveModulo((int)-textureOffset.Y, Prefab.BackgroundSprite.SourceRect.Height));
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MathUtils.PositiveModulo(-textureOffset.X, Prefab.BackgroundSprite.SourceRect.Width * TextureScale.X * Scale),
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MathUtils.PositiveModulo(-textureOffset.Y, Prefab.BackgroundSprite.SourceRect.Height * TextureScale.Y * Scale));
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Prefab.BackgroundSprite.DrawTiled(
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spriteBatch,
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@@ -442,11 +516,11 @@ namespace Barotrauma
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Math.Abs(rect.Location.X - drawSection.Location.X),
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Math.Abs(rect.Location.Y - drawSection.Location.Y));
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if (FlippedX && IsHorizontal) { sectionOffset.X = drawSection.Right - rect.Right; }
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if (FlippedY && !IsHorizontal) { sectionOffset.Y = (rect.Y - rect.Height) - (drawSection.Y - drawSection.Height); }
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if (FlippedX && IsHorizontal) { sectionOffset.X = rect.Right - drawSection.Right; }
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if (FlippedY && !IsHorizontal) { sectionOffset.Y = (drawSection.Y - drawSection.Height) - (rect.Y - rect.Height); }
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sectionOffset.X += MathUtils.PositiveModulo((int)-textureOffset.X, Prefab.Sprite.SourceRect.Width);
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sectionOffset.Y += MathUtils.PositiveModulo((int)-textureOffset.Y, Prefab.Sprite.SourceRect.Height);
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sectionOffset.X += MathUtils.PositiveModulo(-textureOffset.X, Prefab.Sprite.SourceRect.Width * TextureScale.X * Scale);
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sectionOffset.Y += MathUtils.PositiveModulo(-textureOffset.Y, Prefab.Sprite.SourceRect.Height * TextureScale.Y * Scale);
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Vector2 pos = new Vector2(drawSection.X, drawSection.Y);
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pos -= rect.Location.ToVector2();
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@@ -477,12 +477,19 @@ namespace Barotrauma
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Vector2 backGroundOffset = Vector2.Zero;
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Vector2 textureOffset = element.GetAttributeVector2("textureoffset", Vector2.Zero);
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if (flippedX) { textureOffset.X = -textureOffset.X; }
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if (flippedY) { textureOffset.Y = -textureOffset.Y; }
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textureOffset = Structure.UpgradeTextureOffset(
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targetSize: rect.Size.ToVector2(),
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originalTextureOffset: textureOffset,
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submarineInfo: submarineInfo,
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sourceRect: prefab.Sprite.SourceRect,
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scale: textureScale * scale,
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flippedX: flippedX,
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flippedY: flippedY);
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backGroundOffset = new Vector2(
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MathUtils.PositiveModulo((int)-textureOffset.X, prefab.Sprite.SourceRect.Width),
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MathUtils.PositiveModulo((int)-textureOffset.Y, prefab.Sprite.SourceRect.Height));
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MathUtils.PositiveModulo(-textureOffset.X, prefab.Sprite.SourceRect.Width * textureScale.X * scale),
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MathUtils.PositiveModulo(-textureOffset.Y, prefab.Sprite.SourceRect.Height * textureScale.Y * scale));
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prefab.Sprite.DrawTiled(
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spriteBatch: spriteRecorder,
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+23
-11
@@ -583,12 +583,23 @@ namespace Barotrauma
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}
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};
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HandleSetterValueTampering(numberInput, () => property.GetFloatValue(entity));
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refresh += () =>
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{
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if (!numberInput.TextBox.Selected) { numberInput.FloatValue = (float)property.GetValue(entity); }
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};
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if (!Fields.ContainsKey(property.Name)) { Fields.Add(property.Name.ToIdentifier(), new GUIComponent[] { numberInput }); }
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return frame;
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}
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private static void HandleSetterValueTampering(GUINumberInput numberInput, Func<float> getter)
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{
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// Lots of UI boilerplate to handle all(?) cases where the property's setter may be called
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// and modify the input value (e.g. rotation value wrapping)
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void HandleSetterModifyingInput(GUINumberInput numInput)
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{
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var inputFloatValue = numInput.FloatValue;
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var resultingFloatValue = property.GetFloatValue(entity);
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var resultingFloatValue = getter();
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if (!MathUtils.NearlyEqual(resultingFloatValue, inputFloatValue))
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{
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numInput.FloatValue = resultingFloatValue;
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@@ -602,12 +613,6 @@ namespace Barotrauma
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numberInput.PlusButton.OnClicked += HandleSetterModifyingInputOnButtonClicked;
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numberInput.MinusButton.OnPressed += HandleSetterModifyingInputOnButtonPressed;
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numberInput.MinusButton.OnClicked += HandleSetterModifyingInputOnButtonClicked;
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refresh += () =>
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{
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if (!numberInput.TextBox.Selected) { numberInput.FloatValue = (float)property.GetValue(entity); }
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};
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if (!Fields.ContainsKey(property.Name)) { Fields.Add(property.Name.ToIdentifier(), new GUIComponent[] { numberInput }); }
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return frame;
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}
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public GUIComponent CreateEnumField(ISerializableEntity entity, SerializableProperty property, object value, LocalizedString displayName, LocalizedString toolTip)
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@@ -881,26 +886,33 @@ namespace Barotrauma
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numberInput.MaxValueFloat = editableAttribute.MaxValueFloat;
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numberInput.DecimalsToDisplay = editableAttribute.DecimalCount;
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numberInput.ValueStep = editableAttribute.ValueStep;
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numberInput.ForceShowPlusMinusButtons = editableAttribute.ForceShowPlusMinusButtons;
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if (i == 0)
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numberInput.FloatValue = value.X;
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else
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numberInput.FloatValue = value.Y;
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numberInput.FloatValue = i == 0 ? value.X : value.Y;
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int comp = i;
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numberInput.OnValueChanged += (numInput) =>
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{
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Vector2 newVal = (Vector2)property.GetValue(entity);
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if (comp == 0)
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{
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newVal.X = numInput.FloatValue;
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}
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else
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{
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newVal.Y = numInput.FloatValue;
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}
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if (SetPropertyValue(property, entity, newVal))
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{
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TrySendNetworkUpdate(entity, property);
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}
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};
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HandleSetterValueTampering(numberInput, () =>
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{
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Vector2 currVal = (Vector2)property.GetValue(entity);
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return comp == 0 ? currVal.X : currVal.Y;
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});
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fields[i] = numberInput;
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}
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refresh += () =>
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@@ -284,6 +284,11 @@ namespace Barotrauma
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}
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}
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/// <summary>
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/// Last version of the game that had broken handling of sprites that were scaled, flipped and offset
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/// </summary>
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public static readonly Version LastBrokenTiledSpriteGameVersion = new Version(major: 1, minor: 2, build: 7, revision: 0);
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public void DrawTiled(ISpriteBatch spriteBatch,
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Vector2 position,
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Vector2 targetSize,
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@@ -298,8 +303,9 @@ namespace Barotrauma
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if (Texture == null) { return; }
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spriteEffects ??= effects;
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bool flipHorizontal = (spriteEffects.Value & SpriteEffects.FlipHorizontally) != 0;
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bool flipVertical = (spriteEffects.Value & SpriteEffects.FlipVertically) != 0;
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bool flipHorizontal = spriteEffects.Value.HasFlag(SpriteEffects.FlipHorizontally);
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bool flipVertical = spriteEffects.Value.HasFlag(SpriteEffects.FlipVertically);
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float addedRotation = rotation + this.rotation;
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if (flipHorizontal != flipVertical) { addedRotation = -addedRotation; }
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@@ -317,42 +323,42 @@ namespace Barotrauma
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|
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void drawSection(Vector2 slicePos, Rectangle sliceRect)
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{
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Vector2 transformedPos = slicePos - position;
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Vector2 transformedPos = slicePos;
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|
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if (flipHorizontal)
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{
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transformedPos.X = targetSize.X - transformedPos.X - sliceRect.Width * scale.X;
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}
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if (flipVertical)
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{
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transformedPos.Y = targetSize.Y - transformedPos.Y - sliceRect.Height * scale.Y;
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}
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|
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transformedPos = advanceX * transformedPos.X + advanceY * transformedPos.Y;
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transformedPos += position - transformedOrigin;
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spriteBatch.Draw(texture, transformedPos, sliceRect, drawColor, addedRotation, Vector2.Zero, scale, spriteEffects.Value, depth ?? this.depth);
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spriteBatch.Draw(
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texture: texture,
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position: transformedPos,
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sourceRectangle: sliceRect,
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color: drawColor,
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rotation: addedRotation,
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origin: Vector2.Zero,
|
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scale: scale,
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effects: spriteEffects.Value,
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layerDepth: depth ?? this.depth);
|
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}
|
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|
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//wrap the drawOffset inside the sourceRect
|
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drawOffset.X = (drawOffset.X / scale.X) % sourceRect.Width;
|
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drawOffset.Y = (drawOffset.Y / scale.Y) % sourceRect.Height;
|
||||
|
||||
Vector2 flippedDrawOffset = Vector2.Zero;
|
||||
if (flipHorizontal)
|
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{
|
||||
float diff = targetSize.X % (sourceRect.Width * scale.X);
|
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flippedDrawOffset.X = (sourceRect.Width * scale.X - diff) / scale.X;
|
||||
flippedDrawOffset.X =
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||||
MathUtils.NearlyEqual(flippedDrawOffset.X, MathF.Round(flippedDrawOffset.X)) ?
|
||||
MathF.Round(flippedDrawOffset.X) : flippedDrawOffset.X;
|
||||
}
|
||||
if (flipVertical)
|
||||
{
|
||||
float diff = targetSize.Y % (sourceRect.Height * scale.Y);
|
||||
flippedDrawOffset.Y = (sourceRect.Height * scale.Y - diff) / scale.Y;
|
||||
flippedDrawOffset.Y =
|
||||
MathUtils.NearlyEqual(flippedDrawOffset.Y, MathF.Round(flippedDrawOffset.Y)) ?
|
||||
MathF.Round(flippedDrawOffset.Y) : flippedDrawOffset.Y;
|
||||
}
|
||||
drawOffset += flippedDrawOffset;
|
||||
|
||||
//how many times the texture needs to be drawn on the x-axis
|
||||
int xTiles = (int)Math.Ceiling((targetSize.X + drawOffset.X * scale.X) / (sourceRect.Width * scale.X));
|
||||
//how many times the texture needs to be drawn on the y-axis
|
||||
int yTiles = (int)Math.Ceiling((targetSize.Y + drawOffset.Y * scale.Y) / (sourceRect.Height * scale.Y));
|
||||
|
||||
//where the current tile is being drawn;
|
||||
Vector2 currDrawPosition = position - drawOffset;
|
||||
Vector2 currDrawPosition = -drawOffset;
|
||||
//which part of the texture we are currently drawing
|
||||
Rectangle texPerspective = sourceRect;
|
||||
|
||||
@@ -364,54 +370,22 @@ namespace Barotrauma
|
||||
texPerspective.Height = sourceRect.Height;
|
||||
|
||||
//offset to the left, draw a partial slice
|
||||
if (currDrawPosition.X < position.X)
|
||||
if (currDrawPosition.X < 0)
|
||||
{
|
||||
float diff = (position.X - currDrawPosition.X);
|
||||
float diff = -currDrawPosition.X;
|
||||
currDrawPosition.X += diff;
|
||||
texPerspective.Width -= (int)diff;
|
||||
if (!flipHorizontal)
|
||||
{
|
||||
texPerspective.X += (int)diff;
|
||||
}
|
||||
if (!flipVertical)
|
||||
{
|
||||
texPerspective.Y += (int)diff;
|
||||
}
|
||||
}
|
||||
//drawing an offset flipped sprite, need to draw an extra slice to the left side
|
||||
if (currDrawPosition.X > position.X && x == 0)
|
||||
{
|
||||
if (flipHorizontal)
|
||||
{
|
||||
int sliceWidth = (int)((currDrawPosition.X - position.X) * scale.X);
|
||||
|
||||
Vector2 slicePos = currDrawPosition;
|
||||
slicePos.X = position.X;
|
||||
Rectangle sliceRect = texPerspective;
|
||||
sliceRect.X = SourceRect.X;
|
||||
sliceRect.Width = (int)(sliceWidth / scale.X);
|
||||
|
||||
if (flipVertical)
|
||||
{
|
||||
slicePos.Y += flippedDrawOffset.Y;
|
||||
}
|
||||
|
||||
drawSection(slicePos, sliceRect);
|
||||
currDrawPosition.X = slicePos.X + sliceWidth;
|
||||
}
|
||||
texPerspective.X += (int)diff;
|
||||
}
|
||||
//make sure the rightmost tiles don't go over the right side
|
||||
if (x == xTiles - 1)
|
||||
{
|
||||
int diff = (int)(((currDrawPosition.X + texPerspective.Width * scale.X) - (position.X + targetSize.X)) / scale.X);
|
||||
int diff = (int)(((currDrawPosition.X + texPerspective.Width * scale.X) - targetSize.X) / scale.X);
|
||||
texPerspective.Width -= diff;
|
||||
if (flipHorizontal)
|
||||
{
|
||||
texPerspective.X += diff;
|
||||
}
|
||||
}
|
||||
|
||||
currDrawPosition.Y = position.Y - drawOffset.Y;
|
||||
currDrawPosition.Y = -drawOffset.Y;
|
||||
|
||||
for (int y = 0; y < yTiles; y++)
|
||||
{
|
||||
@@ -419,45 +393,19 @@ namespace Barotrauma
|
||||
texPerspective.Height = sourceRect.Height;
|
||||
|
||||
//offset above the top, draw a partial slice
|
||||
if (currDrawPosition.Y < position.Y)
|
||||
if (currDrawPosition.Y < 0f)
|
||||
{
|
||||
float diff = (position.Y - currDrawPosition.Y);
|
||||
float diff = -currDrawPosition.Y;
|
||||
currDrawPosition.Y += diff;
|
||||
texPerspective.Height -= (int)diff;
|
||||
if (!flipVertical)
|
||||
{
|
||||
texPerspective.Y += (int)diff;
|
||||
}
|
||||
}
|
||||
|
||||
//drawing an offset flipped sprite, need to draw an extra slice to the top
|
||||
if (currDrawPosition.Y > position.Y && y == 0)
|
||||
{
|
||||
if (flipVertical)
|
||||
{
|
||||
int sliceHeight = (int)((currDrawPosition.Y - position.Y) * scale.Y);
|
||||
|
||||
Vector2 slicePos = currDrawPosition;
|
||||
slicePos.Y = position.Y;
|
||||
Rectangle sliceRect = texPerspective;
|
||||
sliceRect.Y = SourceRect.Y;
|
||||
sliceRect.Height = (int)(sliceHeight / scale.Y);
|
||||
|
||||
drawSection(slicePos, sliceRect);
|
||||
|
||||
currDrawPosition.Y = slicePos.Y + sliceHeight;
|
||||
}
|
||||
texPerspective.Y += (int)diff;
|
||||
}
|
||||
|
||||
//make sure the bottommost tiles don't go over the bottom
|
||||
if (y == yTiles - 1)
|
||||
{
|
||||
int diff = (int)(((currDrawPosition.Y + texPerspective.Height * scale.Y) - (position.Y + targetSize.Y)) / scale.Y);
|
||||
int diff = (int)(((currDrawPosition.Y + texPerspective.Height * scale.Y) - targetSize.Y) / scale.Y);
|
||||
texPerspective.Height -= diff;
|
||||
if (flipVertical)
|
||||
{
|
||||
texPerspective.Y += diff;
|
||||
}
|
||||
}
|
||||
|
||||
drawSection(currDrawPosition, texPerspective);
|
||||
|
||||
Reference in New Issue
Block a user