Decal system (TODO: add decals for explosions and fire), moved some of the client-specific Hull update logic to the client project
This commit is contained in:
@@ -184,6 +184,9 @@
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<Compile Include="Source\Networking\ServerLog.cs" />
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<Compile Include="Source\Networking\Voting.cs" />
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<Compile Include="Source\Networking\WhiteList.cs" />
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<Compile Include="Source\Particles\Decal.cs" />
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<Compile Include="Source\Particles\DecalManager.cs" />
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<Compile Include="Source\Particles\DecalPrefab.cs" />
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<Compile Include="Source\Particles\Particle.cs" />
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<Compile Include="Source\Particles\ParticleEmitter.cs" />
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<Compile Include="Source\Particles\ParticleManager.cs" />
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@@ -42,6 +42,7 @@ namespace Barotrauma
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public static NetworkMember NetworkMember;
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public static ParticleManager ParticleManager;
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public static DecalManager DecalManager;
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public static World World;
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@@ -274,6 +275,7 @@ namespace Barotrauma
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yield return CoroutineStatus.Running;
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ParticleManager = new ParticleManager("Content/Particles/ParticlePrefabs.xml", GameScreen.Cam);
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DecalManager = new DecalManager("Content/Particles/DecalPrefabs.xml");
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yield return CoroutineStatus.Running;
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LocationType.Init();
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@@ -1,19 +1,41 @@
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using Barotrauma.Networking;
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using Barotrauma.Particles;
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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.Xml.Linq;
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namespace Barotrauma
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{
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partial class Hull : MapEntity, IPropertyObject, IServerSerializable
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{
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public const int MaxDecalsPerHull = 10;
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public static WaterRenderer renderer;
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private List<Decal> decals = new List<Decal>();
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private Sound currentFlowSound;
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private int soundIndex;
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private float soundVolume;
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public override bool DrawBelowWater
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{
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get
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{
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return decals.Count > 0;
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}
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}
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public override bool DrawOverWater
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{
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get
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{
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return true;
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}
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}
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public override bool IsMouseOn(Vector2 position)
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{
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if (!GameMain.DebugDraw && !ShowHulls) return false;
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@@ -22,9 +44,169 @@ namespace Barotrauma
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!Submarine.RectContains(MathUtils.ExpandRect(WorldRect, -8), position));
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}
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public void AddDecal(string decalName, Vector2 position, float scale)
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{
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if (decals.Count >= MaxDecalsPerHull) return;
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var decal = GameMain.DecalManager.CreateDecal(decalName, scale, position, this);
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if (decal != null)
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{
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decals.Add(decal);
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}
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}
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partial void UpdateProjSpecific(float deltaTime, Camera cam)
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{
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if (EditWater)
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{
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Vector2 position = cam.ScreenToWorld(PlayerInput.MousePosition);
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if (Submarine.RectContains(WorldRect, position))
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{
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if (PlayerInput.LeftButtonHeld())
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{
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//waveY[GetWaveIndex(position.X - rect.X - Submarine.Position.X) / WaveWidth] = 100.0f;
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Volume = Volume + 1500.0f;
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}
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else if (PlayerInput.RightButtonHeld())
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{
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Volume = Volume - 1500.0f;
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}
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}
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}
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else if (EditFire)
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{
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Vector2 position = cam.ScreenToWorld(PlayerInput.MousePosition);
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if (Submarine.RectContains(WorldRect, position))
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{
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if (PlayerInput.LeftButtonClicked())
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{
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new FireSource(position, this);
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}
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}
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}
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foreach (Decal decal in decals)
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{
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decal.Update(deltaTime);
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}
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decals.RemoveAll(d => d.FadeTimer >= d.LifeTime);
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float strongestFlow = 0.0f;
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foreach (Gap gap in ConnectedGaps)
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{
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if (gap.IsRoomToRoom)
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{
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//only the first linked hull plays the flow sound
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if (gap.linkedTo[1] == this) continue;
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}
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float gapFlow = gap.LerpedFlowForce.Length();
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if (gapFlow > strongestFlow)
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{
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strongestFlow = gapFlow;
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}
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}
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if (strongestFlow > 1.0f)
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{
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soundVolume = soundVolume + ((strongestFlow < 100.0f) ? -deltaTime * 0.5f : deltaTime * 0.5f);
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soundVolume = MathHelper.Clamp(soundVolume, 0.0f, 1.0f);
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int index = (int)Math.Floor(strongestFlow / 100.0f);
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index = Math.Min(index, 2);
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var flowSound = SoundPlayer.flowSounds[index];
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if (flowSound != currentFlowSound && soundIndex > -1)
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{
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Sounds.SoundManager.Stop(soundIndex);
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currentFlowSound = null;
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soundIndex = -1;
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}
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currentFlowSound = flowSound;
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soundIndex = currentFlowSound.Loop(soundIndex, soundVolume, WorldPosition, Math.Min(strongestFlow * 5.0f, 2000.0f));
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}
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else
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{
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if (soundIndex > -1)
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{
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Sounds.SoundManager.Stop(soundIndex);
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currentFlowSound = null;
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soundIndex = -1;
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}
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}
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for (int i = 0; i < waveY.Length; i++)
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{
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float maxDelta = Math.Max(Math.Abs(rightDelta[i]), Math.Abs(leftDelta[i]));
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if (maxDelta > Rand.Range(1.0f, 10.0f))
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{
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var particlePos = new Vector2(rect.X + WaveWidth * i, surface + waveY[i]);
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if (Submarine != null) particlePos += Submarine.Position;
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GameMain.ParticleManager.CreateParticle("mist",
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particlePos,
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new Vector2(0.0f, -50.0f), 0.0f, this);
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}
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}
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}
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private void DrawDecals(SpriteBatch spriteBatch)
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{
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Rectangle hullDrawRect = rect;
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if (Submarine != null) hullDrawRect.Location += Submarine.DrawPosition.ToPoint();
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foreach (Decal d in decals)
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{
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d.Draw(spriteBatch, this);
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continue;
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Vector2 drawPos = d.Position + rect.Location.ToVector2();
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Rectangle drawRect = new Rectangle(
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(int)(drawPos.X - d.Sprite.size.X / 2),
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(int)(drawPos.Y + d.Sprite.size.Y / 2),
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(int)d.Sprite.size.X,
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(int)d.Sprite.size.Y);
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Rectangle overFlowAmount = new Rectangle(
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(int)Math.Max(hullDrawRect.X - drawRect.X, 0.0f),
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(int)Math.Max(drawRect.Y - hullDrawRect.Y, 0.0f),
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(int)Math.Max(drawRect.Right - hullDrawRect.Right, 0.0f),
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(int)Math.Max((hullDrawRect.Y - hullDrawRect.Height) - (drawRect.Y - drawRect.Height), 0.0f));
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var clippedSourceRect = new Rectangle(d.Sprite.SourceRect.X + overFlowAmount.X,
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d.Sprite.SourceRect.Y + overFlowAmount.Y,
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d.Sprite.SourceRect.Width - overFlowAmount.X - overFlowAmount.Width,
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d.Sprite.SourceRect.Height - overFlowAmount.Y - overFlowAmount.Height);
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drawRect = new Rectangle(
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drawRect.X + overFlowAmount.X,
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drawRect.Y - overFlowAmount.Y,
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drawRect.Width - overFlowAmount.X - overFlowAmount.Width,
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drawRect.Height - overFlowAmount.Y - overFlowAmount.Height);
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drawPos.Y = -drawPos.Y;
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drawRect.Y = -drawRect.Y;
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GUI.DrawRectangle(spriteBatch, drawRect, Color.Red);
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GUI.DrawRectangle(spriteBatch, drawPos, Vector2.One * 3, Color.Red);
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spriteBatch.Draw(d.Sprite.Texture, drawRect, clippedSourceRect, d.Color, 0, Vector2.Zero, SpriteEffects.None, 1.0f);
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}
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}
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public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true)
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{
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//if (back) return;
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if (back)
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{
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DrawDecals(spriteBatch);
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return;
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}
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Rectangle drawRect;
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if (!Visible)
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{
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89
Barotrauma/BarotraumaClient/Source/Particles/Decal.cs
Normal file
89
Barotrauma/BarotraumaClient/Source/Particles/Decal.cs
Normal file
@@ -0,0 +1,89 @@
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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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namespace Barotrauma.Particles
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{
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class Decal
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{
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public readonly DecalPrefab Prefab;
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public Vector2 Position;
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public readonly Sprite Sprite;
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private float fadeTimer;
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public Color Color
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{
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get { return Prefab.Color; }
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}
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public float FadeTimer
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{
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get { return fadeTimer; }
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}
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public float LifeTime
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{
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get { return Prefab.LifeTime; }
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}
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private float scale;
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private Rectangle clippedSourceRect;
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public Decal(DecalPrefab prefab, float scale, Vector2 worldPosition, Hull hull)
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{
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Prefab = prefab;
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//transform to hull-relative coordinates so we don't have to worry about the hull moving
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Position = worldPosition - hull.WorldRect.Location.ToVector2();
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Vector2 drawPos = Position + hull.Rect.Location.ToVector2();
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Sprite = prefab.Sprites[Rand.Range(0, prefab.Sprites.Count, Rand.RandSync.Unsynced)];
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Rectangle drawRect = new Rectangle(
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(int)(drawPos.X - Sprite.size.X / 2 * scale),
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(int)(drawPos.Y + Sprite.size.Y / 2 * scale),
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(int)(Sprite.size.X * scale),
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(int)(Sprite.size.Y * scale));
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Rectangle overFlowAmount = new Rectangle(
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(int)Math.Max(hull.Rect.X - drawRect.X, 0.0f),
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(int)Math.Max(drawRect.Y - hull.Rect.Y, 0.0f),
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(int)Math.Max(drawRect.Right - hull.Rect.Right, 0.0f),
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(int)Math.Max((hull.Rect.Y - hull.Rect.Height) - (drawRect.Y - drawRect.Height), 0.0f));
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clippedSourceRect = new Rectangle(
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Sprite.SourceRect.X + (int)(overFlowAmount.X / scale),
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Sprite.SourceRect.Y + (int)(overFlowAmount.Y / scale),
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Sprite.SourceRect.Width - (int)((overFlowAmount.X + overFlowAmount.Width) / scale),
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Sprite.SourceRect.Height - (int)((overFlowAmount.Y + overFlowAmount.Height) / scale));
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Position -= new Vector2(Sprite.size.X / 2 * scale - overFlowAmount.X, -Sprite.size.Y / 2 * scale + overFlowAmount.Y);
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this.scale = scale;
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}
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public void Update(float deltaTime)
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{
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fadeTimer += deltaTime;
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}
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public void Draw(SpriteBatch spriteBatch, Hull hull)
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{
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Vector2 drawPos = Position + hull.Rect.Location.ToVector2();
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drawPos += hull.Submarine.DrawPosition;
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drawPos.Y = -drawPos.Y;
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float a = 1.0f;
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if (fadeTimer > Prefab.LifeTime - Prefab.FadeTime)
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{
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a = (Prefab.LifeTime - fadeTimer) / Prefab.FadeTime;
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}
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spriteBatch.Draw(Sprite.Texture, drawPos, clippedSourceRect, Color * a, 0, Vector2.Zero , scale, SpriteEffects.None, 1);
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}
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}
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}
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43
Barotrauma/BarotraumaClient/Source/Particles/DecalManager.cs
Normal file
43
Barotrauma/BarotraumaClient/Source/Particles/DecalManager.cs
Normal file
@@ -0,0 +1,43 @@
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using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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using System.Xml.Linq;
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namespace Barotrauma.Particles
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{
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class DecalManager
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{
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private Dictionary<string, DecalPrefab> prefabs;
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public DecalManager(string configFile)
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{
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XDocument doc = ToolBox.TryLoadXml(configFile);
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if (doc == null || doc.Root == null) return;
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prefabs = new Dictionary<string, DecalPrefab>();
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foreach (XElement element in doc.Root.Elements())
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{
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if (prefabs.ContainsKey(element.Name.ToString()))
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{
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DebugConsole.ThrowError("Error in " + configFile + "! Each decal prefab must have a unique name.");
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continue;
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}
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prefabs.Add(element.Name.ToString(), new DecalPrefab(element));
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}
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}
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public Decal CreateDecal(string decalName, float scale, Vector2 worldPosition, Hull hull)
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{
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DecalPrefab prefab;
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prefabs.TryGetValue(decalName, out prefab);
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if (prefab == null)
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{
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DebugConsole.ThrowError("Decal prefab " + decalName + " not found!");
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return null;
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}
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return new Decal(prefab, scale, worldPosition, hull);
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}
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}
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}
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39
Barotrauma/BarotraumaClient/Source/Particles/DecalPrefab.cs
Normal file
39
Barotrauma/BarotraumaClient/Source/Particles/DecalPrefab.cs
Normal file
@@ -0,0 +1,39 @@
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Xml.Linq;
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namespace Barotrauma.Particles
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{
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class DecalPrefab
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{
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public readonly string Name;
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public readonly List<Sprite> Sprites;
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public readonly Color Color;
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public readonly float LifeTime;
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public readonly float FadeTime;
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public DecalPrefab(XElement element)
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{
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Name = element.Name.ToString();
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Sprites = new List<Sprite>();
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLowerInvariant() == "sprite")
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{
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Sprites.Add(new Sprite(subElement));
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}
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}
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Color = new Color(ToolBox.GetAttributeVector4(element, "color", Vector4.One));
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LifeTime = ToolBox.GetAttributeFloat(element, "lifetime", 10.0f);
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FadeTime = Math.Min(LifeTime, ToolBox.GetAttributeFloat(element, "fadetime", 1.0f));
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}
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}
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}
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@@ -616,6 +616,9 @@
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<Content Include="$(MSBuildThisFileDirectory)Content\Particles\flames.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="$(MSBuildThisFileDirectory)Content\Particles\DecalPrefabs.xml">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="$(MSBuildThisFileDirectory)Content\Particles\ParticlePrefabs.xml">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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@@ -0,0 +1,11 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<prefabs>
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<blood
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color="0.4, 0.0, 0.0, 1.0"
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lifetime="60"
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fadetime="20">
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<sprite texture="Content/Particles/spatter.png" sourcerect="0,0,128,128"/>
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<sprite texture="Content/Particles/spatter.png" sourcerect="128,0,128,128"/>
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<sprite texture="Content/Particles/spatter.png" sourcerect="0,128,128,128"/>
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</blood>
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</prefabs>
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@@ -1511,6 +1511,13 @@ namespace Barotrauma
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{
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if (joint.CanBeSevered && (joint.LimbA == limbHit || joint.LimbB == limbHit))
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{
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#if CLIENT
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if (CurrentHull != null)
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{
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CurrentHull.AddDecal("blood", WorldPosition, Rand.Range(0.5f, 1.5f));
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}
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#endif
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AnimController.SeverLimbJoint(joint);
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if (joint.LimbA == limbHit)
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@@ -394,6 +394,11 @@ namespace Barotrauma
|
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}
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}
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if (bloodParticleAmount > 0 && character.CurrentHull != null)
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{
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character.CurrentHull.AddDecal("blood", WorldPosition, MathHelper.Clamp(bloodParticleSize, 0.5f, 1.0f));
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}
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#endif
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damage += Math.Max(amount,bleedingAmount) / character.MaxHealth * 100.0f;
|
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|
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@@ -27,7 +27,7 @@ namespace Barotrauma
|
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public static bool EditWater, EditFire;
|
||||
|
||||
private List<FireSource> fireSources;
|
||||
|
||||
|
||||
public const float OxygenDistributionSpeed = 500.0f;
|
||||
public const float OxygenDetoriationSpeed = 0.3f;
|
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public const float OxygenConsumptionSpeed = 1000.0f;
|
||||
@@ -392,89 +392,15 @@ namespace Barotrauma
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
Oxygen -= OxygenDetoriationSpeed * deltaTime;
|
||||
UpdateProjSpecific(deltaTime, cam);
|
||||
|
||||
if (EditWater)
|
||||
{
|
||||
Vector2 position = cam.ScreenToWorld(PlayerInput.MousePosition);
|
||||
if (Submarine.RectContains(WorldRect, position))
|
||||
{
|
||||
if (PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
//waveY[GetWaveIndex(position.X - rect.X - Submarine.Position.X) / WaveWidth] = 100.0f;
|
||||
Volume = Volume + 1500.0f;
|
||||
}
|
||||
else if (PlayerInput.RightButtonHeld())
|
||||
{
|
||||
Volume = Volume - 1500.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (EditFire)
|
||||
{
|
||||
Vector2 position = cam.ScreenToWorld(PlayerInput.MousePosition);
|
||||
if (Submarine.RectContains(WorldRect, position))
|
||||
{
|
||||
if (PlayerInput.LeftButtonClicked())
|
||||
{
|
||||
new FireSource(position, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
Oxygen -= OxygenDetoriationSpeed * deltaTime;
|
||||
|
||||
FireSource.UpdateAll(fireSources, deltaTime);
|
||||
|
||||
aiTarget.SightRange = Submarine == null ? 0.0f : Math.Max(Submarine.Velocity.Length() * 500.0f, 500.0f);
|
||||
aiTarget.SoundRange -= deltaTime * 1000.0f;
|
||||
|
||||
float strongestFlow = 0.0f;
|
||||
foreach (Gap gap in ConnectedGaps)
|
||||
{
|
||||
if (gap.IsRoomToRoom)
|
||||
{
|
||||
//only the first linked hull plays the flow sound
|
||||
if (gap.linkedTo[1] == this) continue;
|
||||
}
|
||||
|
||||
float gapFlow = gap.LerpedFlowForce.Length();
|
||||
|
||||
if (gapFlow > strongestFlow)
|
||||
{
|
||||
strongestFlow = gapFlow;
|
||||
}
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
if (strongestFlow > 1.0f)
|
||||
{
|
||||
soundVolume = soundVolume + ((strongestFlow < 100.0f) ? -deltaTime * 0.5f : deltaTime * 0.5f);
|
||||
soundVolume = MathHelper.Clamp(soundVolume, 0.0f, 1.0f);
|
||||
|
||||
int index = (int)Math.Floor(strongestFlow / 100.0f);
|
||||
index = Math.Min(index, 2);
|
||||
|
||||
var flowSound = SoundPlayer.flowSounds[index];
|
||||
if (flowSound != currentFlowSound && soundIndex > -1)
|
||||
{
|
||||
Sounds.SoundManager.Stop(soundIndex);
|
||||
currentFlowSound = null;
|
||||
soundIndex = -1;
|
||||
}
|
||||
|
||||
currentFlowSound = flowSound;
|
||||
soundIndex = currentFlowSound.Loop(soundIndex, soundVolume, WorldPosition, Math.Min(strongestFlow*5.0f, 2000.0f));
|
||||
}
|
||||
else
|
||||
{
|
||||
if (soundIndex > -1)
|
||||
{
|
||||
Sounds.SoundManager.Stop(soundIndex);
|
||||
currentFlowSound = null;
|
||||
soundIndex = -1;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
//update client hulls if the amount of water has changed by >10%
|
||||
//or if oxygen percentage has changed by 5%
|
||||
if (Math.Abs(lastSentVolume - volume) > FullVolume * 0.1f ||
|
||||
@@ -499,23 +425,9 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
float surfaceY = rect.Y - rect.Height + Volume / rect.Width;
|
||||
for (int i = 0; i < waveY.Length; i++)
|
||||
{
|
||||
float maxDelta = Math.Max(Math.Abs(rightDelta[i]), Math.Abs(leftDelta[i]));
|
||||
#if CLIENT
|
||||
if (maxDelta > Rand.Range(1.0f,10.0f))
|
||||
{
|
||||
var particlePos = new Vector2(rect.X + WaveWidth * i, surface + waveY[i]);
|
||||
if (Submarine != null) particlePos += Submarine.Position;
|
||||
|
||||
GameMain.ParticleManager.CreateParticle("mist",
|
||||
particlePos,
|
||||
new Vector2(0.0f, -50.0f), 0.0f, this);
|
||||
}
|
||||
#endif
|
||||
|
||||
waveY[i] = waveY[i] + waveVel[i];
|
||||
|
||||
if (surfaceY + waveY[i] > rect.Y)
|
||||
@@ -572,6 +484,8 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
partial void UpdateProjSpecific(float deltaTime, Camera cam);
|
||||
|
||||
public void ApplyFlowForces(float deltaTime, Item item)
|
||||
{
|
||||
foreach (var gap in ConnectedGaps.Where(gap => gap.Open > 0))
|
||||
|
||||
Reference in New Issue
Block a user