(99feac023) Unstable 0.9.704.0
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@@ -6,14 +6,18 @@ using System.Collections.Generic;
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using System.Xml.Linq;
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using Barotrauma.Media;
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using System.Linq;
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using Barotrauma.Extensions;
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namespace Barotrauma
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{
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class LoadingScreen
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{
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private Texture2D backgroundTexture;
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private readonly Texture2D defaultBackgroundTexture, overlay;
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private readonly SpriteSheet decorativeGraph, decorativeMap;
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private Texture2D currentBackgroundTexture;
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private Sprite noiseSprite;
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private RenderTarget2D renderTarget;
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private string randText = "";
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private Sprite languageSelectionCursor;
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private ScalableFont languageSelectionFont, languageSelectionFontCJK;
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@@ -65,15 +69,9 @@ namespace Barotrauma
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}
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}
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private float state;
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private string selectedTip;
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public Vector2 BackgroundPosition;
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public Vector2 TitlePosition;
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private object loadMutex = new object();
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private readonly object loadMutex = new object();
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private float? loadState;
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public float? LoadState
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@@ -109,15 +107,13 @@ namespace Barotrauma
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public LoadingScreen(GraphicsDevice graphics)
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{
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backgroundTexture = TextureLoader.FromFile("Content/UI/titleBackground.png");
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defaultBackgroundTexture = TextureLoader.FromFile("Content/Map/LocationPortraits/AlienRuins.png");
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renderTarget = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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GameMain.Instance.OnResolutionChanged += () =>
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{
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renderTarget?.Dispose();
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renderTarget = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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};
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decorativeMap = new SpriteSheet("Content/Map/MapHUD.png", 6, 5, Vector2.Zero, sourceRect: new Rectangle(0, 0, 2048, 640));
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decorativeGraph = new SpriteSheet("Content/Map/MapHUD.png", 4, 10, Vector2.Zero, sourceRect: new Rectangle(1025, 1259, 1024, 732));
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overlay = TextureLoader.FromFile("Content/UI/LoadingScreenOverlay.png");
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noiseSprite = new Sprite("Content/UI/noise.png", Vector2.Zero);
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DrawLoadingText = true;
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selectedTip = TextManager.Get("LoadingScreenTip", true);
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}
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@@ -147,41 +143,35 @@ namespace Barotrauma
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drawn = true;
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graphics.SetRenderTarget(renderTarget);
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float backgroundScale = GameMain.GraphicsHeight / 1500.0f;
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float titleScale = MathHelper.SmoothStep(0.8f, 1.0f, state / 10.0f) * GameMain.GraphicsHeight / 1000.0f;
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state += deltaTime;
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if (DrawLoadingText)
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{
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BackgroundPosition = new Vector2(GameMain.GraphicsWidth * 0.3f, GameMain.GraphicsHeight * 0.45f);
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TitlePosition = new Vector2(GameMain.GraphicsWidth * 0.5f, GameMain.GraphicsHeight * 0.45f);
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}
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, samplerState: GUI.SamplerState);
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graphics.Clear(Color.Black);
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spriteBatch.Draw(backgroundTexture, BackgroundPosition, null, Color.White * Math.Min(state / 5.0f, 1.0f), 0.0f,
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new Vector2(backgroundTexture.Width / 2.0f, backgroundTexture.Height / 2.0f),
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backgroundScale * 1.5f, SpriteEffects.None, 0.2f);
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titleSprite?.Draw(spriteBatch, TitlePosition, Color.White * Math.Min((state - 1.0f) / 5.0f, 1.0f), scale: titleScale);
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spriteBatch.End();
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graphics.SetRenderTarget(null);
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if (WaterRenderer.Instance != null)
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{
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WaterRenderer.Instance.ScrollWater(Vector2.One * 10.0f, deltaTime);
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WaterRenderer.Instance.RenderWater(spriteBatch, renderTarget, null);
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}
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currentBackgroundTexture ??= defaultBackgroundTexture;
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, samplerState: GUI.SamplerState);
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titleSprite?.Draw(spriteBatch, TitlePosition, Color.White * Math.Min((state - 1.0f) / 5.0f, 1.0f), scale: titleScale);
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float scale = (GameMain.GraphicsWidth / (float)currentBackgroundTexture.Width) * 1.2f;
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float paddingX = currentBackgroundTexture.Width * scale - GameMain.GraphicsWidth;
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float paddingY = currentBackgroundTexture.Height * scale - GameMain.GraphicsHeight;
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double noiseT = (Timing.TotalTime * 0.02f);
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Vector2 pos = new Vector2((float)PerlinNoise.CalculatePerlin(noiseT, noiseT, 0) - 0.5f, (float)PerlinNoise.CalculatePerlin(noiseT, noiseT, 0.5f) - 0.5f);
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pos = new Vector2(pos.X * paddingX, pos.Y * paddingY);
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spriteBatch.Draw(currentBackgroundTexture,
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new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight) / 2 + pos,
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null, Color.White, 0.0f, new Vector2(currentBackgroundTexture.Width / 2, currentBackgroundTexture.Height / 2),
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scale, SpriteEffects.None, 0.0f);
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spriteBatch.Draw(overlay, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), null, Color.White, 0.0f, Vector2.Zero, SpriteEffects.None, 0.0f);
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float noiseStrength = (float)PerlinNoise.CalculatePerlin(noiseT, noiseT, 0);
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float noiseScale = (float)PerlinNoise.CalculatePerlin(noiseT * 5.0f, noiseT * 2.0f, 0) * 4.0f;
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noiseSprite.DrawTiled(spriteBatch, Vector2.Zero, new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight),
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startOffset: new Point(Rand.Range(0, noiseSprite.SourceRect.Width), Rand.Range(0, noiseSprite.SourceRect.Height)),
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color: Color.White * noiseStrength * 0.1f,
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textureScale: Vector2.One * noiseScale);
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titleSprite?.Draw(spriteBatch, new Vector2(GameMain.GraphicsWidth * 0.05f, GameMain.GraphicsHeight * 0.125f),
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Color.White, origin: new Vector2(0.0f, titleSprite.SourceRect.Height / 2.0f),
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scale: GameMain.GraphicsHeight / 2000.0f);
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if (WaitForLanguageSelection)
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{
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@@ -218,7 +208,7 @@ namespace Barotrauma
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if (GUI.LargeFont != null)
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{
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GUI.LargeFont.DrawString(spriteBatch, loadText.ToUpper(),
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new Vector2(GameMain.GraphicsWidth / 2.0f - GUI.LargeFont.MeasureString(loadText).X / 2.0f, GameMain.GraphicsHeight * 0.7f),
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new Vector2(GameMain.GraphicsWidth / 2.0f - GUI.LargeFont.MeasureString(loadText.ToUpper()).X / 2.0f, GameMain.GraphicsHeight * 0.75f),
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Color.White);
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}
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}
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@@ -232,12 +222,49 @@ namespace Barotrauma
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for (int i = 0; i < lines.Length; i++)
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{
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GUI.Font.DrawString(spriteBatch, lines[i],
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new Vector2((int)(GameMain.GraphicsWidth / 2.0f - GUI.Font.MeasureString(lines[i]).X / 2.0f), (int)(GameMain.GraphicsHeight * 0.78f + i * lineHeight)), Color.White);
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new Vector2((int)(GameMain.GraphicsWidth / 2.0f - GUI.Font.MeasureString(lines[i]).X / 2.0f), (int)(GameMain.GraphicsHeight * 0.8f + i * lineHeight)), Color.White);
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}
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}
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}
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spriteBatch.End();
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spriteBatch.Begin(blendState: BlendState.Additive);
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Vector2 decorativeScale = new Vector2(GameMain.GraphicsHeight / 1080.0f);
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float noiseVal = (float)PerlinNoise.CalculatePerlin(Timing.TotalTime * 0.25f, Timing.TotalTime * 0.5f, 0);
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decorativeGraph.Draw(spriteBatch, (int)(decorativeGraph.FrameCount * noiseVal),
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new Vector2(GameMain.GraphicsWidth * 0.001f, GameMain.GraphicsHeight * 0.24f),
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Color.White, Vector2.Zero, 0.0f, decorativeScale, SpriteEffects.FlipVertically);
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decorativeMap.Draw(spriteBatch, (int)(decorativeMap.FrameCount * noiseVal),
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new Vector2(GameMain.GraphicsWidth * 0.99f, GameMain.GraphicsHeight * 0.66f),
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Color.White, decorativeMap.FrameSize.ToVector2(), 0.0f, decorativeScale);
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if (noiseVal < 0.2f)
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{
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//SCP-CB reference
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randText = (new string[] { "NIL", "black white gray", "Sometimes we would have had time to scream", "e8m106]af", "NO" }).GetRandom();
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}
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else if (noiseVal < 0.3f)
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{
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randText = ToolBox.RandomSeed(9);
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}
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else if (noiseVal < 0.5f)
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{
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randText =
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Rand.Int(100).ToString().PadLeft(2, '0') + " " +
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Rand.Int(100).ToString().PadLeft(2, '0') + " " +
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Rand.Int(100).ToString().PadLeft(2, '0') + " " +
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Rand.Int(100).ToString().PadLeft(2, '0');
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}
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GUI.LargeFont?.DrawString(spriteBatch, randText,
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new Vector2(GameMain.GraphicsWidth - decorativeMap.FrameSize.X * decorativeScale.X * 0.8f, GameMain.GraphicsHeight * 0.57f),
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Color.White * (1.0f - noiseVal));
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spriteBatch.End();
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}
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private void DrawLanguageSelectionPrompt(SpriteBatch spriteBatch, GraphicsDevice graphicsDevice)
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@@ -336,6 +363,7 @@ namespace Barotrauma
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drawn = false;
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LoadState = null;
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selectedTip = TextManager.Get("LoadingScreenTip", true);
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currentBackgroundTexture = LocationType.List.GetRandom()?.GetPortrait(Rand.Int(int.MaxValue))?.Texture;
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while (!drawn)
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{
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