Fixed limb lightsource flipping (or actually disabled flipping altogether and just made the lightsource follow the rotation of the limb)

This commit is contained in:
Regalis
2017-05-29 18:41:36 +03:00
parent 4a94f12c8b
commit 52daeea109
3 changed files with 10 additions and 14 deletions

View File

@@ -645,10 +645,10 @@ namespace Barotrauma
limb.Dir = Dir;
if (limb.LightSource != null)
/*if (limb.LightSource != null)
{
limb.LightSource.FlipX();
}
}*/
if (limb.pullJoint != null)
{
@@ -943,7 +943,7 @@ namespace Barotrauma
if (limb.LightSource != null)
{
limb.LightSource.Rotation = limb.Rotation;
limb.LightSource.Rotation = dir == Direction.Right ? limb.body.DrawRotation : limb.body.DrawRotation - MathHelper.Pi;
}
limb.Update(deltaTime);
}

View File

@@ -500,7 +500,6 @@ namespace Barotrauma
if (LightSource != null)
{
LightSource.Position = body.DrawPosition;
LightSource.Rotation = body.DrawRotation;
}
foreach (WearableSprite wearable in wearingItems)

View File

@@ -19,8 +19,7 @@ namespace Barotrauma.Lights
private Sprite overrideLightTexture;
private Texture2D texture;
public SpriteEffects SpriteEffect = SpriteEffects.None;
public Sprite LightSprite;
public Submarine ParentSub;
@@ -520,7 +519,7 @@ namespace Barotrauma.Lights
drawPos.Y = -drawPos.Y;
if (range > 1.0f && false)
/*if (range > 1.0f)
{
if (overrideLightTexture == null)
{
@@ -534,15 +533,14 @@ namespace Barotrauma.Lights
overrideLightTexture.Draw(spriteBatch,
drawPos, color * (color.A / 255.0f),
overrideLightTexture.Origin, -Rotation,
new Vector2(overrideLightTexture.size.X / overrideLightTexture.SourceRect.Width, overrideLightTexture.size.Y / overrideLightTexture.SourceRect.Height),
SpriteEffect);
new Vector2(overrideLightTexture.size.X / overrideLightTexture.SourceRect.Width, overrideLightTexture.size.Y / overrideLightTexture.SourceRect.Height));
}
}
if (LightSprite != null)
{
//LightSprite.Draw(spriteBatch, drawPos, Color, LightSprite.Origin, -Rotation, 1, SpriteEffect);
}
LightSprite.Draw(spriteBatch, drawPos, Color, LightSprite.Origin, -Rotation, 1);
}*/
if (NeedsRecalculation)
{
@@ -575,9 +573,8 @@ namespace Barotrauma.Lights
);
}
public void FlipX()
/*public void FlipX()
{
SpriteEffect = SpriteEffect == SpriteEffects.None ? SpriteEffects.FlipHorizontally : SpriteEffects.None;
if (LightSprite != null)
{
Vector2 lightOrigin = LightSprite.Origin;
@@ -591,7 +588,7 @@ namespace Barotrauma.Lights
lightOrigin.X = overrideLightTexture.SourceRect.Width - lightOrigin.X;
overrideLightTexture.Origin = lightOrigin;
}
}
}*/
public void Remove()
{