Crates, some new chemicals, statuseffects that are triggered on impact, explosions can trigger "OnFire" statuseffects, applying impulses to items (and not just characters) when the submarine hits something

This commit is contained in:
Regalis
2016-04-16 15:33:28 +03:00
parent c6df095a8b
commit 6876bdc481
18 changed files with 271 additions and 74 deletions
+38 -1
View File
@@ -12,13 +12,18 @@ using Barotrauma.Items.Components;
using System.ComponentModel;
using System.Collections.ObjectModel;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
namespace Barotrauma
{
public enum ActionType
{
Always, OnPicked, OnWearing, OnContaining, OnContained, OnActive, OnUse, OnFailure, OnBroken, OnFire, InWater
Always, OnPicked, OnUse,
OnWearing, OnContaining, OnContained,
OnActive, OnFailure, OnBroken,
OnFire, InWater,
OnImpact
}
class Item : MapEntity, IDamageable, IPropertyObject
@@ -109,6 +114,11 @@ namespace Barotrauma
get { return prefab.Description; }
}
public float ImpactTolerance
{
get { return prefab.ImpactTolerance; }
}
public override Sprite Sprite
{
get { return prefab.sprite; }
@@ -383,6 +393,12 @@ namespace Barotrauma
}
}
//containers need to handle collision events to notify items inside them about the impact
if (ImpactTolerance > 0.0f || GetComponent<ItemContainer>() != null)
{
if (body != null) body.FarseerBody.OnCollision += OnCollision;
}
InsertToList();
ItemList.Add(this);
}
@@ -729,6 +745,27 @@ namespace Barotrauma
body.ApplyTorque(body.AngularVelocity * volume * -0.05f);
}
private bool OnCollision(Fixture f1, Fixture f2, Contact contact)
{
Vector2 normal = contact.Manifold.LocalNormal;
float impact = Vector2.Dot(f1.Body.LinearVelocity, -normal);
if (ImpactTolerance > 0.0f && impact > ImpactTolerance) ApplyStatusEffects(ActionType.OnImpact, 1.0f);
var containedItems = ContainedItems;
if (containedItems != null)
{
foreach (Item contained in containedItems)
{
if (contained.body == null) continue;
contained.OnCollision(f1, f2, contact);
}
}
return true;
}
public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true)
{
Color color = (isSelected && editing) ? color = Color.Red : spriteColor;