(ce8e185aa) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev

This commit is contained in:
Joonas Rikkonen
2019-04-16 17:12:09 +03:00
parent bd07acf26d
commit 6262b3ea54
96 changed files with 1972 additions and 825 deletions
@@ -217,7 +217,7 @@ namespace Barotrauma
spriteBatch.Begin(SpriteSortMode.Deferred,
BlendState.AlphaBlend,
SamplerState.LinearClamp, DepthStencilState.Default, null, null,
SamplerState.LinearClamp, DepthStencilState.DepthRead, null, null,
cam.Transform);
if (backgroundSpriteManager != null) backgroundSpriteManager.DrawObjects(spriteBatch, cam, drawFront: true);
spriteBatch.End();
@@ -291,11 +291,6 @@ namespace Barotrauma.Lights
spriteBatch.Draw(HighlightMap, Vector2.Zero, Color.White);
spriteBatch.End();
}
GameMain.ParticleManager.Draw(spriteBatch, true, null, Particles.ParticleBlendState.Additive);
spriteBatch.End();
//draw a black rectangle on hulls to hide background lights behind subs
//---------------------------------------------------------------------------------------------------
//draw characters to obstruct the highlighted items/characters and light sprites
//---------------------------------------------------------------------------------------------------
@@ -500,6 +495,8 @@ namespace Barotrauma.Lights
spriteBatch.Draw(backgroundObstructor, new Rectangle(0, 0,
(int)(GameMain.GraphicsWidth * currLightMapScale), (int)(GameMain.GraphicsHeight * currLightMapScale)), Color.White);
}
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, effect: SolidColorEffect, transformMatrix: spriteBatchTransform);
foreach (Character c in Character.CharacterList)
{
if (c.Enabled) { c.Draw(spriteBatch, cam); }
@@ -215,23 +215,24 @@ namespace Barotrauma
{
if (Prefab.BackgroundSprite != null)
{
bool drawDropShadow = Submarine != null && HasBody;
Vector2 dropShadowOffset = Vector2.Zero;
if (drawDropShadow)
if (UseDropShadow)
{
dropShadowOffset = Submarine.HiddenSubPosition - Position;
if (dropShadowOffset != Vector2.Zero)
dropShadowOffset = DropShadowOffset;
if (dropShadowOffset == Vector2.Zero)
{
if (IsHorizontal)
if (Submarine == null)
{
dropShadowOffset = new Vector2(0.0f, Math.Sign(dropShadowOffset.Y) * 10.0f);
dropShadowOffset = Vector2.UnitY * 10.0f;
}
else
{
dropShadowOffset = new Vector2(Math.Sign(dropShadowOffset.X) * 10.0f, 0.0f);
dropShadowOffset = IsHorizontal ?
new Vector2(0.0f, Math.Sign(Submarine.HiddenSubPosition.Y - Position.Y) * 10.0f) :
new Vector2(Math.Sign(Submarine.HiddenSubPosition.X - Position.X) * 10.0f, 0.0f);
}
dropShadowOffset.Y = -dropShadowOffset.Y;
}
dropShadowOffset.Y = -dropShadowOffset.Y;
}
if (DrawTiled)
@@ -251,7 +252,7 @@ namespace Barotrauma
textureScale: TextureScale * Scale,
startOffset: backGroundOffset);
if (drawDropShadow)
if (UseDropShadow)
{
Prefab.BackgroundSprite.DrawTiled(
spriteBatch,
@@ -276,7 +277,7 @@ namespace Barotrauma
rotate: 0,
spriteEffect: SpriteEffects);
if (drawDropShadow)
if (UseDropShadow)
{
Prefab.BackgroundSprite.Draw(
spriteBatch,