Spectating, fire, damaged limb sprites, water detector, engineer jumpsuit, new signal comp sprites, resharper cleanup (god knows what else, commit more often)

This commit is contained in:
Regalis
2015-11-10 22:22:26 +02:00
parent cd48d12be6
commit 4d949e3be1
89 changed files with 977 additions and 622 deletions
+11 -2
View File
@@ -1,6 +1,7 @@
using System.Xml.Linq;
using Microsoft.Xna.Framework;
using FarseerPhysics;
using System.Collections.Generic;
namespace Barotrauma.Particles
{
@@ -10,7 +11,7 @@ namespace Barotrauma.Particles
public readonly string Name;
public readonly Sprite Sprite;
public readonly List<Sprite> Sprites;
public readonly float AngularVelocityMin, AngularVelocityMax;
@@ -35,17 +36,21 @@ namespace Barotrauma.Particles
public readonly DrawTargetType DrawTarget;
public readonly ParticleBlendState BlendState;
public readonly bool RotateToDirection;
public ParticlePrefab(XElement element)
{
Name = element.Name.ToString();
Sprites = new List<Sprite>();
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().ToLower() != "sprite") continue;
Sprite = new Sprite(subElement);
Sprites.Add(new Sprite(subElement));
}
if (element.Attribute("angularvelocity") == null)
@@ -81,6 +86,10 @@ namespace Barotrauma.Particles
SizeChangeMax = SizeChangeMin;
}
var blendState = ToolBox.GetAttributeString(element, "blendstate", "alphablend");
BlendState = (blendState != "additive") ? ParticleBlendState.AlphaBlend : ParticleBlendState.Additive;
GrowTime = ToolBox.GetAttributeFloat(element, "growtime", 0.0f);
if (element.Attribute("startrotation") == null)