v0.12.0.2

This commit is contained in:
Joonas Rikkonen
2021-02-10 17:08:21 +02:00
parent 5c80a59bdd
commit 694cdfee7b
353 changed files with 12897 additions and 5028 deletions
@@ -23,13 +23,13 @@ namespace Barotrauma.SpriteDeformations
/// <summary>
/// How fast the sprite reacts to being stretched
/// </summary>
[Serialize(1.0f, true, description: "How fast the sprite reacts to being stretched"), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f)]
[Serialize(10.0f, true, description: "How fast the sprite reacts to being stretched"), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f)]
public float ReactionSpeed { get; set; }
/// <summary>
/// How fast the sprite returns back to normal after stretching ends
/// </summary>
[Serialize(0.1f, true, description: "How fast the sprite returns back to normal after stretching ends"), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f)]
[Serialize(0.05f, true, description: "How fast the sprite returns back to normal after stretching ends"), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f)]
public float RecoverSpeed { get; set; }
public PositionalDeformationParams(XElement element) : base(element)
@@ -56,13 +56,13 @@ namespace Barotrauma.SpriteDeformations
public override void Update(float deltaTime)
{
if (positionalDeformationParams.RecoverSpeed <= 0.0f) return;
if (positionalDeformationParams.RecoverSpeed <= 0.0f) { return; }
for (int x = 0; x < Resolution.X; x++)
{
for (int y = 0; y < Resolution.Y; y++)
{
if (Deformation[x,y].LengthSquared() < 0.0001f)
if (Deformation[x,y].LengthSquared() < 0.000001f)
{
Deformation[x, y] = Vector2.Zero;
continue;
@@ -78,9 +78,9 @@ namespace Barotrauma.SpriteDeformations
{
Vector2 pos = Vector2.Transform(worldPosition, transformMatrix);
Point deformIndex = new Point((int)(pos.X * (Resolution.X - 1)), (int)(pos.Y * (Resolution.Y - 1)));
if (deformIndex.X < 0 || deformIndex.Y < 0) return;
if (deformIndex.X >= Resolution.X || deformIndex.Y >= Resolution.Y) return;
if (deformIndex.X < 0 || deformIndex.Y < 0) { return; }
if (deformIndex.X >= Resolution.X || deformIndex.Y >= Resolution.Y) { return; }
amount = amount.ClampLength(positionalDeformationParams.MaxDeformation);