Started refactoring the submarine class in order to make it possible to add multiple submarines (or other movable structures)
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@@ -83,7 +83,7 @@ namespace Barotrauma
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}
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public Gap(MapEntityPrefab prefab, Rectangle rectangle)
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: this (rectangle, Submarine.Loaded)
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: this (rectangle, Submarine.MainSub)
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{ }
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public Gap(Rectangle newRect, Submarine submarine)
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@@ -253,7 +253,7 @@ namespace Barotrauma
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var particle = GameMain.ParticleManager.CreateParticle(
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"watersplash",
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(Submarine.Loaded == null ? pos : pos + Submarine.Loaded.Position) - Vector2.UnitY * Rand.Range(0.0f, 10.0f),
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(Submarine == null ? pos : pos + Submarine.Position) - Vector2.UnitY * Rand.Range(0.0f, 10.0f),
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velocity);
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if (particle != null)
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@@ -269,7 +269,7 @@ namespace Barotrauma
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GameMain.ParticleManager.CreateParticle(
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"bubbles",
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Submarine.Loaded == null ? pos : pos + Submarine.Loaded.Position,
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Submarine == null ? pos : pos + Submarine.Position,
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flowForce / 10.0f);
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}
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}
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@@ -288,14 +288,14 @@ namespace Barotrauma
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var splash = GameMain.ParticleManager.CreateParticle(
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"watersplash",
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Submarine.Loaded == null ? pos : pos + Submarine.Loaded.Position,
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Submarine == null ? pos : pos + Submarine.Position,
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-velocity, 0, FlowTargetHull);
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if (splash != null) splash.Size = splash.Size * MathHelper.Clamp(rect.Width / 50.0f, 0.8f, 4.0f);
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GameMain.ParticleManager.CreateParticle(
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"bubbles",
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Submarine.Loaded == null ? pos : pos + Submarine.Loaded.Position,
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Submarine == null ? pos : pos + Submarine.Position,
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flowForce / 2.0f, 0, FlowTargetHull);
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}
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}
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@@ -552,7 +552,7 @@ namespace Barotrauma
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}
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else
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{
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hull1.LethalPressure += (Submarine.Loaded != null && Submarine.Loaded.AtDamageDepth) ? 100.0f * deltaTime : 10.0f * deltaTime;
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hull1.LethalPressure += (Submarine != null && Submarine.AtDamageDepth) ? 100.0f * deltaTime : 10.0f * deltaTime;
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}
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}
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else
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@@ -567,7 +567,7 @@ namespace Barotrauma
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}
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if (hull1.Volume >= hull1.FullVolume - Hull.MaxCompress)
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{
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hull1.LethalPressure += (Submarine.Loaded != null && Submarine.Loaded.AtDamageDepth) ? 100.0f * deltaTime : 10.0f * deltaTime;
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hull1.LethalPressure += (Submarine != null && Submarine.AtDamageDepth) ? 100.0f * deltaTime : 10.0f * deltaTime;
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}
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}
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