v1.6.17.0 (Unto the Breach update)

This commit is contained in:
Regalis11
2024-10-22 17:29:04 +03:00
parent e74b3cdb17
commit 6e6c17e100
417 changed files with 17166 additions and 5870 deletions
@@ -469,7 +469,7 @@ namespace Barotrauma
"Loaded sounds: " + GameMain.SoundManager.LoadedSoundCount + " (" + GameMain.SoundManager.UniqueLoadedSoundCount + " unique)", Color.White, Color.Black * 0.5f, 0, GUIStyle.SmallFont);
soundTextY += yStep;
for (int i = 0; i < SoundManager.SOURCE_COUNT; i++)
for (int i = 0; i < SoundManager.SourceCount; i++)
{
Color clr = Color.White;
string soundStr = i + ": ";
@@ -1546,7 +1546,7 @@ namespace Barotrauma
private static readonly VertexPositionColorTexture[] donutVerts = new VertexPositionColorTexture[DonutSegments * 4];
public static void DrawDonutSection(
SpriteBatch sb, Vector2 center, Range<float> radii, float sectionRad, Color clr, float depth = 0.0f)
SpriteBatch sb, Vector2 center, Range<float> radii, float sectionRad, Color clr, float depth = 0.0f, float rotationRad = 0.0f)
{
float getRadius(int vertexIndex)
=> (vertexIndex % 4) switch
@@ -1589,7 +1589,7 @@ namespace Barotrauma
for (int vertexIndex = 0; vertexIndex < maxDirectionIndex * 4; vertexIndex++)
{
donutVerts[vertexIndex].Color = clr;
donutVerts[vertexIndex].Position = new Vector3(center + getDirection(vertexIndex) * getRadius(vertexIndex), 0.0f);
donutVerts[vertexIndex].Position = new Vector3(center + Vector2.Transform(getDirection(vertexIndex) * getRadius(vertexIndex), Matrix.CreateRotationZ(rotationRad)), 0.0f);
}
sb.Draw(solidWhiteTexture, donutVerts, depth, count: maxDirectionIndex);
}
@@ -1856,9 +1856,16 @@ namespace Barotrauma
Vector2 pos = new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight) - new Vector2(HUDLayoutSettings.Padding) - 2 * Scale * sheet.FrameSize.ToVector2();
sheet.Draw(spriteBatch, (int)Math.Floor(savingIndicatorSpriteIndex), pos, savingIndicatorColor, origin: Vector2.Zero, rotate: 0.0f, scale: new Vector2(Scale));
}
#endregion
#region Element creation
public static void DrawCapsule(SpriteBatch sb, Vector2 origin, float length, float radius, float rotation, Color clr, float depth = 0, float thickness = 1)
{
DrawDonutSection(sb, origin + Vector2.Transform(-new Vector2(length / 2, 0), Matrix.CreateRotationZ(rotation)), new Range<float>(radius - thickness / 2, radius + thickness / 2), MathHelper.Pi, clr, depth, rotation - MathHelper.Pi);
DrawRectangle(sb, origin, new Vector2(length, radius * 2), new Vector2(length / 2, radius), rotation, clr, depth, thickness);
DrawDonutSection(sb, origin + Vector2.Transform(new Vector2(length / 2, 0), Matrix.CreateRotationZ(rotation)), new Range<float>(radius - thickness / 2, radius + thickness / 2), MathHelper.Pi, clr, depth, rotation);
}
#endregion
#region Element creation
public static Texture2D CreateCircle(int radius, bool filled = false)
{