Water dustparticle fixes, random variation in background color, submarine is automatically moved to origo when loading, configuring a fabricable item with no material requirements doesn't throw an error, AI characters can't open doors if in handcuffs, engines can be picked through doors

This commit is contained in:
Regalis
2016-02-20 18:24:38 +02:00
parent 8672a47a12
commit 619390ab72
21 changed files with 146 additions and 53 deletions
+16 -1
View File
@@ -64,6 +64,8 @@ namespace Barotrauma
private List<InterestingPosition> positionsOfInterest;
private Color backgroundColor;
public Vector2 StartPosition
{
get { return startPosition; }
@@ -101,6 +103,11 @@ namespace Barotrauma
private set;
}
public Color BackgroundColor
{
get { return backgroundColor; }
}
public Level(string seed, float difficulty, int width, int height, int siteInterval)
{
this.seed = seed;
@@ -148,6 +155,12 @@ namespace Barotrauma
Rand.SetSyncedSeed(ToolBox.StringToInt(seed));
float brightness = Rand.Range(1.0f, 1.3f, false);
backgroundColor = Color.Lerp(new Color(11, 18, 26), new Color(11, 26, 18), Rand.Range(0.0f, 1.0f, false)) * brightness;
backgroundColor = new Color(backgroundColor, 1.0f);
float minWidth = Submarine.Loaded == null ? 0.0f : Math.Max(Submarine.Borders.Width, Submarine.Borders.Height);
minWidth = Math.Max(minWidth, 3500.0f);
@@ -1049,8 +1062,10 @@ namespace Barotrauma
}
}
public void DrawBack(SpriteBatch spriteBatch, Camera cam, BackgroundCreatureManager backgroundSpriteManager = null)
public void DrawBack(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, BackgroundCreatureManager backgroundSpriteManager = null)
{
graphics.Clear(backgroundColor);
if (renderer == null) return;
renderer.DrawBackground(spriteBatch, cam, backgroundSpriteManager);
}