Characters that are outside are rendered under particles -> creatures can be hidden by smoke from hydrothermal vents.

This commit is contained in:
Joonas Rikkonen
2017-08-22 19:06:29 +03:00
parent 15a31c5291
commit 65211ecbb6
3 changed files with 50 additions and 12 deletions

View File

@@ -2,6 +2,8 @@
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
@@ -103,6 +105,18 @@ namespace Barotrauma
public void DrawMap(GraphicsDevice graphics, SpriteBatch spriteBatch)
{
HashSet<Character> outsideCharacters = new HashSet<Character>();
foreach (Character c in Character.CharacterList)
{
if (!c.AnimController.CanEnterSubmarine)
{
outsideCharacters.Add(c);
}
else if (c.CurrentHull == null && !Submarine.Loaded.Any(s => Submarine.RectContains(s.WorldBorders, c.WorldPosition)))
{
outsideCharacters.Add(c);
}
}
foreach (Submarine sub in Submarine.Loaded)
{
@@ -134,6 +148,18 @@ namespace Barotrauma
Level.Loaded.DrawBack(graphics, spriteBatch, cam, BackgroundCreatureManager);
}
spriteBatch.Begin(SpriteSortMode.BackToFront,
BlendState.AlphaBlend,
null, null, null, null,
cam.Transform);
foreach (Character c in outsideCharacters)
{
if (c.CurrentHull == null) c.Draw(spriteBatch);
}
spriteBatch.End();
#if LINUX
spriteBatch.Begin(SpriteSortMode.Deferred,
BlendState.NonPremultiplied,
@@ -141,9 +167,9 @@ namespace Barotrauma
cam.Transform);
#else
spriteBatch.Begin(SpriteSortMode.Deferred,
BlendState.AlphaBlend,
null, DepthStencilState.DepthRead, null, null,
cam.Transform);
BlendState.AlphaBlend,
null, DepthStencilState.DepthRead, null, null,
cam.Transform);
#endif
GameMain.ParticleManager.Draw(spriteBatch, true, false, Particles.ParticleBlendState.AlphaBlend);
spriteBatch.End();
@@ -178,7 +204,10 @@ namespace Barotrauma
Submarine.DrawBack(spriteBatch, false, s => !(s is Structure));
foreach (Character c in Character.CharacterList) c.Draw(spriteBatch);
foreach (Character c in Character.CharacterList)
{
if (!outsideCharacters.Contains(c)) c.Draw(spriteBatch);
}
spriteBatch.End();

View File

@@ -151,12 +151,14 @@ namespace Barotrauma
public Rectangle Borders
{
get
{
return subBody.Borders;
}
get { return subBody.Borders; }
}
public Rectangle WorldBorders
{
get { return SubBody.WorldBorders; }
}
public override Vector2 Position
{
get { return subBody==null ? Vector2.Zero : subBody.Position - HiddenSubPosition; }

View File

@@ -39,6 +39,12 @@ namespace Barotrauma
get;
private set;
}
public Rectangle WorldBorders
{
get;
private set;
}
public Vector2 Velocity
{
@@ -181,6 +187,10 @@ namespace Barotrauma
public void Update(float deltaTime)
{
var worldBorders = Borders;
worldBorders.Location += MathUtils.ToPoint(Position);
WorldBorders = worldBorders;
if (GameMain.Client != null)
{
if (memPos.Count == 0) return;
@@ -232,9 +242,6 @@ namespace Barotrauma
//if outside left or right edge of the level
if (Position.X < 0 || Position.X > Level.Loaded.Size.X)
{
Rectangle worldBorders = Borders;
worldBorders.Location += MathUtils.ToPoint(Position);
//push the sub back below the upper "barrier" of the level
if (worldBorders.Y > Level.Loaded.Size.Y)
{