Spark & smoke particle effects when welding or cutting something. Closes #155.

This commit is contained in:
Joonas Rikkonen
2018-02-12 11:20:25 +02:00
parent 3cbff6bd7b
commit 43d6ee5e06
5 changed files with 276 additions and 41 deletions
@@ -5,6 +5,10 @@ using System;
using System.Collections.Generic;
using System.Xml.Linq;
#if CLIENT
using Barotrauma.Particles;
#endif
namespace Barotrauma.Items.Components
{
class RepairTool : ItemComponent
@@ -45,18 +49,19 @@ namespace Barotrauma.Items.Components
get; set;
}
[Serialize("", false)]
public string Particles
#if CLIENT
public ParticleEmitter ParticleEmitter
{
get { return particles; }
set { particles = value; }
get;
private set;
}
[Serialize(0.0f, false)]
public float ParticleSpeed
{
get; set;
}
private List<ParticleEmitter> ParticleEmitterHitStructure = new List<ParticleEmitter>();
private List<ParticleEmitter> ParticleEmitterHitItem = new List<ParticleEmitter>();
private List<ParticleEmitter> ParticleEmitterHitCharacter = new List<ParticleEmitter>();
#endif
[Serialize("0.0,0.0", false)]
public Vector2 BarrelPos
@@ -89,6 +94,20 @@ namespace Barotrauma.Items.Components
case "fixable":
fixableEntities.Add(subElement.Attribute("name").Value);
break;
#if CLIENT
case "particleemitter":
ParticleEmitter = new ParticleEmitter(subElement);
break;
case "particleemitterhititem":
ParticleEmitterHitItem.Add(new ParticleEmitter(subElement));
break;
case "particleemitterhitstructure":
ParticleEmitterHitStructure.Add(new ParticleEmitter(subElement));
break;
case "particleemitterhitcharacter":
ParticleEmitterHitCharacter.Add(new ParticleEmitter(subElement));
break;
#endif
}
}
}
@@ -144,8 +163,10 @@ namespace Barotrauma.Items.Components
}
#if CLIENT
GameMain.ParticleManager.CreateParticle(particles, item.WorldPosition + TransformedBarrelPos,
-item.body.Rotation + ((item.body.Dir > 0.0f) ? 0.0f : MathHelper.Pi), ParticleSpeed);
float particleAngle = item.body.Rotation + ((item.body.Dir > 0.0f) ? 0.0f : MathHelper.Pi);
ParticleEmitter.Emit(
deltaTime, item.WorldPosition + TransformedBarrelPos,
item.CurrentHull, particleAngle, -particleAngle);
#endif
return true;
@@ -191,10 +212,7 @@ namespace Barotrauma.Items.Components
#if CLIENT
Vector2 progressBarPos = targetStructure.SectionPosition(sectionIndex);
if (targetStructure.Submarine != null)
{
progressBarPos += targetStructure.Submarine.DrawPosition;
}
if (targetStructure.Submarine != null) progressBarPos += targetStructure.Submarine.DrawPosition;
var progressBar = user.UpdateHUDProgressBar(
targetStructure,
@@ -203,6 +221,14 @@ namespace Barotrauma.Items.Components
Color.Red, Color.Green);
if (progressBar != null) progressBar.Size = new Vector2(60.0f, 20.0f);
Vector2 particlePos = ConvertUnits.ToDisplayUnits(pickedPosition);
if (targetStructure.Submarine != null) particlePos += targetStructure.Submarine.DrawPosition;
foreach (var emitter in ParticleEmitterHitStructure)
{
float particleAngle = item.body.Rotation + ((item.body.Dir > 0.0f) ? 0.0f : MathHelper.Pi);
emitter.Emit(deltaTime, particlePos, item.CurrentHull, particleAngle + MathHelper.Pi, -particleAngle + MathHelper.Pi);
}
#endif
targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess,user);
@@ -223,14 +249,49 @@ namespace Barotrauma.Items.Components
}
else if ((targetLimb = (targetBody.UserData as Limb)) != null)
{
targetLimb.character.AddDamage(CauseOfDeath.Damage, -LimbFixAmount * degreeOfSuccess, user);
targetLimb.character.AddDamage(CauseOfDeath.Damage, -LimbFixAmount * degreeOfSuccess, user);
#if CLIENT
Vector2 particlePos = ConvertUnits.ToDisplayUnits(pickedPosition);
if (targetLimb.character.Submarine != null) particlePos += targetLimb.character.Submarine.DrawPosition;
foreach (var emitter in ParticleEmitterHitCharacter)
{
float particleAngle = item.body.Rotation + ((item.body.Dir > 0.0f) ? 0.0f : MathHelper.Pi);
emitter.Emit(deltaTime, particlePos, item.CurrentHull, particleAngle + MathHelper.Pi, -particleAngle + MathHelper.Pi);
}
#endif
}
else if ((targetItem = (targetBody.UserData as Item)) != null)
{
targetItem.IsHighlighted = true;
ApplyStatusEffects(ActionType.OnUse, targetItem.AllPropertyObjects, deltaTime);
}
float prevCondition = targetItem.Condition;
ApplyStatusEffectsOnTarget(deltaTime, ActionType.OnUse, targetItem.AllPropertyObjects);
#if CLIENT
if (item.Condition != prevCondition)
{
Vector2 progressBarPos = targetItem.DrawPosition;
var progressBar = user.UpdateHUDProgressBar(
targetItem,
progressBarPos,
targetItem.Condition / 100.0f,
Color.Red, Color.Green);
if (progressBar != null) progressBar.Size = new Vector2(60.0f, 20.0f);
Vector2 particlePos = ConvertUnits.ToDisplayUnits(pickedPosition);
if (targetItem.Submarine != null) particlePos += targetItem.Submarine.DrawPosition;
foreach (var emitter in ParticleEmitterHitItem)
{
float particleAngle = item.body.Rotation + ((item.body.Dir > 0.0f) ? 0.0f : MathHelper.Pi);
emitter.Emit(deltaTime, particlePos, item.CurrentHull, particleAngle + MathHelper.Pi, -particleAngle + MathHelper.Pi);
}
}
#endif
}
}
public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
@@ -267,5 +328,21 @@ namespace Barotrauma.Items.Components
return leak.Open <= 0.0f;
}
private void ApplyStatusEffectsOnTarget(float deltaTime, ActionType actionType, List<ISerializableEntity> targets)
{
if (statusEffectLists == null) return;
List<StatusEffect> statusEffects;
if (!statusEffectLists.TryGetValue(actionType, out statusEffects)) return;
foreach (StatusEffect effect in statusEffects)
{
if (effect.Targets.HasFlag(StatusEffect.TargetType.UseTarget))
{
effect.Apply(actionType, deltaTime, item, targets);
}
}
}
}
}
@@ -534,20 +534,7 @@ namespace Barotrauma.Items.Components
item.ApplyStatusEffect(effect, type, deltaTime, character);
}
}
public void ApplyStatusEffects(ActionType type, List<ISerializableEntity> targets, float deltaTime)
{
if (statusEffectLists == null) return;
List<StatusEffect> statusEffects;
if (!statusEffectLists.TryGetValue(type, out statusEffects)) return;
foreach (StatusEffect effect in statusEffects)
{
effect.Apply(type, deltaTime, item, targets);
}
}
public virtual void Load(XElement componentElement)
{
if (componentElement == null) return;