- The range and volume of sounds emitted by StatusEffects can be changed and they can be set to loop.
- StatusEffect sounds are configured as child elements of the StatusEffect (instead of attributes). - Background sprites can emit sounds.
This commit is contained in:
@@ -0,0 +1,235 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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namespace Barotrauma
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{
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class BackgroundCreature : ISteerable
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{
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const float MaxDepth = 100.0f;
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const float CheckWallsInterval = 5.0f;
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public bool Enabled;
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private BackgroundCreaturePrefab prefab;
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private Vector2 position;
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private Vector3 velocity;
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private float depth;
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private SteeringManager steeringManager;
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private float checkWallsTimer;
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public Swarm Swarm;
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Vector2 drawPosition;
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public Vector2 TransformedPosition
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{
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get { return drawPosition; }
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}
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public Vector2 SimPosition
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{
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get { return FarseerPhysics.ConvertUnits.ToSimUnits(position); }
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}
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public Vector2 WorldPosition
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{
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get { return position; }
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}
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public Vector2 Velocity
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{
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get { return new Vector2(velocity.X, velocity.Y); }
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}
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public Vector2 Steering
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{
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get;
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set;
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}
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public BackgroundCreature(BackgroundCreaturePrefab prefab, Vector2 position)
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{
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this.prefab = prefab;
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this.position = position;
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drawPosition = position;
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steeringManager = new SteeringManager(this);
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velocity = new Vector3(
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Rand.Range(-prefab.Speed, prefab.Speed),
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Rand.Range(-prefab.Speed, prefab.Speed),
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Rand.Range(0.0f, prefab.WanderZAmount));
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checkWallsTimer = Rand.Range(0.0f, CheckWallsInterval);
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}
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float ang;
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Vector2 obstacleDiff;
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public void Update(float deltaTime)
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{
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position += new Vector2(velocity.X, velocity.Y) * deltaTime;
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depth = MathHelper.Clamp(depth + velocity.Z * deltaTime, 0.0f, MaxDepth);
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checkWallsTimer -= deltaTime;
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if (checkWallsTimer <= 0.0f && Level.Loaded != null)
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{
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checkWallsTimer = CheckWallsInterval;
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obstacleDiff = Vector2.Zero;
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if (position.Y > Level.Loaded.Size.Y)
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{
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obstacleDiff = Vector2.UnitY;
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}
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else if (position.Y < 0.0f)
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{
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obstacleDiff = -Vector2.UnitY;
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}
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else if (position.X < 0.0f)
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{
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obstacleDiff = Vector2.UnitX;
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}
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else if (position.X > Level.Loaded.Size.X)
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{
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obstacleDiff = -Vector2.UnitX;
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}
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else
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{
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var cells = Level.Loaded.GetCells(position, 1);
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if (cells.Count > 0)
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{
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foreach (Voronoi2.VoronoiCell cell in cells)
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{
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obstacleDiff += cell.Center - position;
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}
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obstacleDiff /= cells.Count;
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obstacleDiff = Vector2.Normalize(obstacleDiff) * prefab.Speed;
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}
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}
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}
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if (Swarm!=null)
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{
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Vector2 midPoint = Swarm.MidPoint();
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float midPointDist = Vector2.Distance(SimPosition, midPoint);
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if (midPointDist > Swarm.MaxDistance)
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{
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steeringManager.SteeringSeek(midPoint, (midPointDist / Swarm.MaxDistance) * prefab.Speed);
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}
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}
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if (prefab.WanderAmount > 0.0f)
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{
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steeringManager.SteeringWander(prefab.Speed);
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}
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//Level.Loaded.Size
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if (obstacleDiff != Vector2.Zero)
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{
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steeringManager.SteeringSeek(SimPosition-obstacleDiff, prefab.Speed*2.0f);
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}
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steeringManager.Update(prefab.Speed);
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if (prefab.WanderZAmount>0.0f)
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{
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ang += Rand.Range(-prefab.WanderZAmount, prefab.WanderZAmount);
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velocity.Z = (float)Math.Sin(ang)*prefab.Speed;
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}
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velocity = Vector3.Lerp(velocity, new Vector3(Steering.X, Steering.Y, velocity.Z), deltaTime);
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}
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public void Draw(SpriteBatch spriteBatch)
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{
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float rotation = 0.0f;
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if (!prefab.DisableRotation)
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{
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rotation = MathUtils.VectorToAngle(new Vector2(velocity.X, -velocity.Y));
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if (velocity.X < 0.0f) rotation -= MathHelper.Pi;
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}
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drawPosition = position;// +Level.Loaded.Position;
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if (depth > 0.0f)
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{
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Vector2 camOffset = drawPosition - GameMain.GameScreen.Cam.WorldViewCenter;
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drawPosition -= camOffset * (depth / MaxDepth) * 0.05f;
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}
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prefab.Sprite.Draw(spriteBatch, new Vector2(drawPosition.X, -drawPosition.Y), Color.Lerp(Color.White, Color.DarkBlue, (depth/MaxDepth)*0.3f),
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rotation, 1.0f - (depth / MaxDepth) * 0.2f, velocity.X > 0.0f ? SpriteEffects.None : SpriteEffects.FlipHorizontally, (depth / MaxDepth));
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}
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}
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class Swarm
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{
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public List<BackgroundCreature> Members;
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public readonly float MaxDistance;
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public Vector2 MidPoint()
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{
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if (Members.Count == 0) return Vector2.Zero;
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Vector2 midPoint = Vector2.Zero;
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foreach (BackgroundCreature member in Members)
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{
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midPoint += member.SimPosition;
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}
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midPoint /= Members.Count;
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return midPoint;
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}
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public Vector2 AvgVelocity()
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{
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if (Members.Count == 0) return Vector2.Zero;
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Vector2 avgVel = Vector2.Zero;
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foreach (BackgroundCreature member in Members)
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{
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avgVel += member.Velocity;
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}
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avgVel /= Members.Count;
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return avgVel;
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}
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public Swarm(List<BackgroundCreature> members, float maxDistance)
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{
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this.Members = members;
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this.MaxDistance = maxDistance;
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foreach (BackgroundCreature bgSprite in members)
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{
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bgSprite.Swarm = this;
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}
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}
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}
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}
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+138
@@ -0,0 +1,138 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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class BackgroundCreatureManager
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{
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const int MaxSprites = 100;
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const float CheckActiveInterval = 1.0f;
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private float checkActiveTimer;
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private List<BackgroundCreaturePrefab> prefabs = new List<BackgroundCreaturePrefab>();
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private List<BackgroundCreature> activeSprites = new List<BackgroundCreature>();
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public BackgroundCreatureManager(string configPath)
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{
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LoadConfig(configPath);
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}
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public BackgroundCreatureManager(List<string> files)
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{
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foreach(var file in files)
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{
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LoadConfig(file);
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}
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}
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private void LoadConfig(string configPath)
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{
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try
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{
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XDocument doc = ToolBox.TryLoadXml(configPath);
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if (doc == null || doc.Root == null) return;
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foreach (XElement element in doc.Root.Elements())
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{
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prefabs.Add(new BackgroundCreaturePrefab(element));
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};
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}
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catch (Exception e)
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{
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DebugConsole.ThrowError(String.Format("Failed to load BackgroundCreatures from {0}", configPath), e);
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}
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}
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public void SpawnSprites(int count, Vector2? position = null)
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{
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activeSprites.Clear();
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if (prefabs.Count == 0) return;
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count = Math.Min(count, MaxSprites);
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for (int i = 0; i < count; i++ )
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{
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Vector2 pos = Vector2.Zero;
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if (position == null)
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{
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var wayPoints = WayPoint.WayPointList.FindAll(wp => wp.Submarine==null);
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if (wayPoints.Any())
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{
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WayPoint wp = wayPoints[Rand.Int(wayPoints.Count, Rand.RandSync.ClientOnly)];
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pos = new Vector2(wp.Rect.X, wp.Rect.Y);
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pos += Rand.Vector(200.0f, Rand.RandSync.ClientOnly);
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}
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else
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{
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pos = Rand.Vector(2000.0f, Rand.RandSync.ClientOnly);
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}
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}
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else
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{
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pos = (Vector2)position;
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}
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var prefab = prefabs[Rand.Int(prefabs.Count, Rand.RandSync.ClientOnly)];
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int amount = Rand.Range(prefab.SwarmMin, prefab.SwarmMax, Rand.RandSync.ClientOnly);
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List<BackgroundCreature> swarmMembers = new List<BackgroundCreature>();
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for (int n = 0; n < amount; n++)
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{
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var newSprite = new BackgroundCreature(prefab, pos);
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activeSprites.Add(newSprite);
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swarmMembers.Add(newSprite);
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}
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if (amount > 0)
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{
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new Swarm(swarmMembers, prefab.SwarmRadius);
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}
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}
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}
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public void ClearSprites()
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{
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activeSprites.Clear();
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}
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public void Update(float deltaTime, Camera cam)
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{
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if (checkActiveTimer < 0.0f)
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{
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foreach (BackgroundCreature sprite in activeSprites)
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{
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sprite.Enabled = Math.Abs(sprite.TransformedPosition.X - cam.WorldViewCenter.X) < cam.WorldView.Width &&
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Math.Abs(sprite.TransformedPosition.Y - cam.WorldViewCenter.Y) < cam.WorldView.Height;
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}
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checkActiveTimer = CheckActiveInterval;
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}
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else
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{
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checkActiveTimer -= deltaTime;
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}
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foreach (BackgroundCreature sprite in activeSprites)
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{
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if (!sprite.Enabled) continue;
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sprite.Update(deltaTime);
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}
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}
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public void Draw(SpriteBatch spriteBatch)
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{
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foreach (BackgroundCreature sprite in activeSprites)
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{
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if (!sprite.Enabled) continue;
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sprite.Draw(spriteBatch);
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}
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}
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}
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}
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+47
@@ -0,0 +1,47 @@
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using System.Xml.Linq;
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namespace Barotrauma
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{
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class BackgroundCreaturePrefab
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{
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public readonly Sprite Sprite;
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public readonly float Speed;
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public readonly float WanderAmount;
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public readonly float WanderZAmount;
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public readonly int SwarmMin, SwarmMax;
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public readonly float SwarmRadius;
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public readonly bool DisableRotation;
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public BackgroundCreaturePrefab(XElement element)
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{
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Speed = ToolBox.GetAttributeFloat(element, "speed", 1.0f);
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WanderAmount = ToolBox.GetAttributeFloat(element, "wanderamount", 0.0f);
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WanderZAmount = ToolBox.GetAttributeFloat(element, "wanderzamount", 0.0f);
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SwarmMin = ToolBox.GetAttributeInt(element, "swarmmin", 1);
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SwarmMax = ToolBox.GetAttributeInt(element, "swarmmax", 1);
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SwarmRadius = ToolBox.GetAttributeFloat(element, "swarmradius", 200.0f);
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DisableRotation = ToolBox.GetAttributeBool(element, "disablerotation", false);
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLowerInvariant() != "sprite") continue;
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Sprite = new Sprite(subElement);
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break;
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}
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}
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}
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}
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+15
-11
@@ -9,6 +9,7 @@ namespace Barotrauma
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partial class BackgroundSprite
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{
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public ParticleEmitter ParticleEmitter;
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public Sound Sound;
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}
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partial class BackgroundSpriteManager
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@@ -21,21 +22,24 @@ namespace Barotrauma
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{
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foreach (BackgroundSprite s in visibleSprites)
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{
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if (s.Prefab.ParticleEmitterPrefab != null)
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if (s.ParticleEmitter != null)
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{
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Vector2 emitterPos = new Vector2(s.Prefab.EmitterPosition.X, s.Prefab.EmitterPosition.Y) * s.Scale;
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Vector2 emitterPos = s.LocalToWorld(new Vector2(s.Prefab.EmitterPosition.X, s.Prefab.EmitterPosition.Y));
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s.ParticleEmitter.Emit(deltaTime, emitterPos);
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}
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if (s.Rotation != 0.0f || s.Prefab.SwingAmount != 0.0f)
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if (s.Sound != null)
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{
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int sourceIndex;
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Vector2 soundPos = s.LocalToWorld(new Vector2(s.Prefab.SoundPosition.X, s.Prefab.SoundPosition.Y));
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if (!Sounds.SoundManager.IsPlaying(s.Sound, out sourceIndex))
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{
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var ca = (float)Math.Cos(s.Rotation + swingState * s.Prefab.SwingAmount);
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var sa = (float)Math.Sin(s.Rotation + swingState * s.Prefab.SwingAmount);
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emitterPos = new Vector2(
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ca * emitterPos.X + sa * emitterPos.Y,
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-sa * emitterPos.X + ca * emitterPos.Y);
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s.Sound.Play(soundPos);
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}
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else
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{
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s.Sound.UpdatePosition(soundPos);
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}
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s.ParticleEmitter.Emit(deltaTime, new Vector2(s.Position.X, s.Position.Y) + emitterPos);
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}
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}
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}
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+4
@@ -1,4 +1,5 @@
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using Microsoft.Xna.Framework;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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@@ -6,5 +7,8 @@ namespace Barotrauma
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{
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public readonly Particles.ParticleEmitterPrefab ParticleEmitterPrefab;
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public readonly Vector2 EmitterPosition;
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public readonly XElement SoundElement;
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public readonly Vector2 SoundPosition;
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}
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}
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Reference in New Issue
Block a user