Particle emitters can be assigned to statuseffects, fixed item.Submarine not being set correctly for throwable items, flare particles + sounds, nerfed some of the medical items

This commit is contained in:
Regalis
2016-05-11 20:15:42 +03:00
parent a9ceaeb8ec
commit 6537751961
10 changed files with 67 additions and 18 deletions
+3
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@@ -1123,6 +1123,9 @@
<None Include="Content\Items\Tools\extinguisher.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Content\Items\Tools\flare.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Content\Items\Tools\plasmaCutter.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
@@ -53,6 +53,8 @@
<fabricableitem name="Fulgurium Battery Cell" requireditems="Steel Bar, Fulgurium Bar, Sulphuric Acid" requiredtime="10"/>
<fabricableitem name="Flare" requireditems="Phosphorus,Aluminium" requiredtime="10"/>
<fabricableitem name ="Stun Grenade" requireditems="Steel Bar, Flash Powder, Chloral Hydrate" requiredtime="20">
<RequiredSkill name="Construction" level="30"/>
</fabricableitem>
+2 -2
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@@ -319,7 +319,7 @@
<Body width="25" height="5" density="10"/>
<Holdable slots="Any,RightHand,LeftHand">
<StatusEffect type="OnUse" target="Character" Health="-2.0" duration="60.0">
<StatusEffect type="OnUse" target="Character" Health="-1.0" duration="60.0">
<RequiredItem name="Medical Syringe" type="Container"/>
</StatusEffect>
</Holdable>
@@ -375,7 +375,7 @@
<Body width="25" height="5" density="10"/>
<Holdable slots="Any,RightHand,LeftHand">
<StatusEffect type="OnUse" target="Character" Health="-20.0" duration="60.0">
<StatusEffect type="OnUse" target="Character" Health="-10.0" duration="60.0">
<RequiredItem name="Medical Syringe" type="Container"/>
</StatusEffect>
</Holdable>
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+15 -5
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@@ -250,19 +250,29 @@
category="Equipment"
pickdistance="150"
price="5"
spritecolor="1.0,0.0,0.0,1.0"
tags="smallitem">
<Sprite texture ="tools.png" sourcerect="0,37,22,9" depth="0.5"/>
<Deconstruct time="10">
<Item name="Phosphorus"/>
<Item name="Aluminium"/>
</Deconstruct>
<Body width="11" height="24" density="30"/>
<Throwable slots="Any,RightHand,LeftHand" holdpos="0,0" handle1="0,0" throwforce="4.0" aimpos="35,-10">
<Sprite texture ="tools.png" sourcerect="0,38,21,7" depth="0.5"/>
</Throwable>
<Body width="21" height="7" density="12"/>
<Throwable slots="Any,RightHand,LeftHand" holdpos="0,0" handle1="0,0" throwforce="4.0" aimpos="35,-10"/>
<LightComponent LightColor="1.0,0.0,0.0,1.0" Flicker="0.5" range="600" IsOn="false">
<StatusEffect type="OnActive" target="This" Condition="-0.5"/>
<StatusEffect type="OnUse" target="This" IsOn="true"/>
<StatusEffect type="OnActive" target="This" Condition="-0.5">
<ParticleEmitter particle="flare"/>
<ParticleEmitter particle="bubbles"/>
</StatusEffect>
<sound file="flare.ogg" type="OnActive" range="800.0" loop="true"/>
</LightComponent>
</Item>
@@ -219,4 +219,19 @@
velocitychange="0.0, -0.5">
<sprite texture="Content/Particles/spatter.png" sourcerect="128,128,128,128"/>
</extinguisher>
<flare
startsizemin="0.1,0.1" startsizemax="0.2,0.2"
sizechangemin="0.1,0.1" sizechangemax="0.2,0.2"
startrotationmin ="-180.0" startrotationmax="180"
startcolor="1.0, 1.0, 1.0" startalpha="1.0"
colorchange="-0.5, -1.0, -1.0, -0.5"
lifetime="2.5"
growtime ="0.05"
drawtarget="both"
collideswithwalls="true"
blendstate="additive"
velocitychange="0.0, 1.0">
<sprite texture="Content/Particles/spatter.png" sourcerect="128,128,128,128"/>
</flare>
</prefabs>
+25 -2
View File
@@ -1,4 +1,5 @@
using Microsoft.Xna.Framework;
using Barotrauma.Particles;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
@@ -36,6 +37,8 @@ namespace Barotrauma
private Explosion explosion;
private List<ParticleEmitterPrefab> particleEmitters;
public readonly float FireSize;
private Sound sound;
@@ -68,6 +71,7 @@ namespace Barotrauma
protected StatusEffect(XElement element)
{
requiredItems = new List<RelatedItem>();
particleEmitters = new List<ParticleEmitterPrefab>();
IEnumerable<XAttribute> attributes = element.Attributes();
List<XAttribute> propertyAttributes = new List<XAttribute>();
@@ -156,6 +160,9 @@ namespace Barotrauma
case "useitem":
useItem = true;
break;
case "particleemitter":
particleEmitters.Add(new ParticleEmitterPrefab(subElement));
break;
case "requireditem":
case "requireditems":
RelatedItem newRequiredItem = RelatedItem.Load(subElement);
@@ -253,12 +260,28 @@ namespace Barotrauma
if (explosion != null) explosion.Explode(entity.WorldPosition);
Hull hull = null;
if (entity is Character)
{
hull = ((Character)entity).AnimController.CurrentHull;
}
else if (entity is Item)
{
hull = ((Item)entity).CurrentHull;
}
if (FireSize > 0.0f)
{
var fire = new FireSource(entity.WorldPosition);
var fire = new FireSource(entity.WorldPosition, hull);
fire.Size = new Vector2(FireSize, fire.Size.Y);
}
foreach (ParticleEmitterPrefab emitter in particleEmitters)
{
emitter.Emit(entity.WorldPosition, hull);
}
}
private IEnumerable<object> ApplyToPropertyOverDuration(float duration, ObjectProperty property, object value)
@@ -241,22 +241,16 @@ namespace Barotrauma.Items.Components
public override void Update(float deltaTime, Camera cam)
{
if (item.body==null || !item.body.Enabled) return;
if (item.body == null || !item.body.Enabled) return;
if (!picker.HasSelectedItem(item)) IsActive = false;
ApplyStatusEffects(ActionType.OnActive, deltaTime, picker);
if (item.body.Dir != picker.AnimController.Dir) Flip(item);
AnimController ac = picker.AnimController;
item.Submarine = picker.Submarine;
//if (picker.SelectedConstruction != null && picker.SelectedConstruction.GetComponent<Controller>() != null) return;
//item.sprite.Depth = picker.AnimController.GetLimb(LimbType.RightHand).sprite.Depth + 0.01f;
ac.HoldItem(deltaTime, item, handlePos, holdPos, aimPos, picker.IsKeyDown(InputType.Aim), holdAngle);
picker.AnimController.HoldItem(deltaTime, item, handlePos, holdPos, aimPos, picker.IsKeyDown(InputType.Aim), holdAngle);
}
protected void Flip(Item item)
@@ -82,6 +82,8 @@ namespace Barotrauma.Items.Components
AnimController ac = picker.AnimController;
item.Submarine = picker.Submarine;
if (!throwing)
{
if (picker.IsKeyDown(InputType.Aim))
@@ -35,7 +35,7 @@ namespace Barotrauma.Particles
}
AngleMin = MathHelper.ToRadians(AngleMin);
AngleMin = MathHelper.ToRadians(AngleMax);
AngleMax = MathHelper.ToRadians(AngleMax);
if (element.Attribute("velocity") == null)
{