Merge remote-tracking branch 'refs/remotes/origin/master'
Conflicts: Subsurface/Barotrauma.csproj Subsurface/Source/Characters/AI/EnemyAIController.cs Subsurface/Source/Characters/AICharacter.cs Subsurface/Source/Characters/Character.cs Subsurface/Source/Items/Components/DockingPort.cs Subsurface/Source/Items/Components/Door.cs Subsurface/Source/Items/Item.cs Subsurface/Source/Networking/GameClient.cs Subsurface/Source/Networking/GameServer.cs Subsurface/Source/Physics/PhysicsBody.cs
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@@ -104,6 +104,19 @@ namespace Barotrauma
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{
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get { return prefab.MaxHealth; }
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}
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public override Rectangle Rect
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{
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get
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{
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return base.Rect;
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}
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set
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{
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base.Rect = value;
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if (prefab.HasBody) CreateSections();
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}
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}
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public override void Move(Vector2 amount)
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{
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@@ -130,15 +143,6 @@ namespace Barotrauma
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{
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convexHulls.ForEach(x => x.Move(amount));
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}
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//if (gaps != null)
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//{
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// foreach (Gap g in gaps)
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// {
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// g.Move(amount);
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// //g.position.X += amount.X;
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// //g.position.Y -= amount.Y;
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// }
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//}
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}
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public Structure(Rectangle rectangle, StructurePrefab sp, Submarine submarine)
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@@ -173,37 +177,8 @@ namespace Barotrauma
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bodies.Add(newBody);
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WallList.Add(this);
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int xsections = 1;
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int ysections = 1;
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int width, height;
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if (isHorizontal)
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{
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xsections = (int)Math.Ceiling((float)rect.Width / wallSectionSize);
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sections = new WallSection[xsections];
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width = (int)wallSectionSize;
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height = rect.Height;
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}
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else
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{
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ysections = (int)Math.Ceiling((float)rect.Height / wallSectionSize);
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sections = new WallSection[ysections];
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width = rect.Width;
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height = (int)wallSectionSize;
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}
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for (int x = 0; x < xsections; x++ )
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{
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for (int y = 0; y < ysections; y++)
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{
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Rectangle sectionRect = new Rectangle(rect.X + x * width, rect.Y - y * height, width, height);
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sectionRect.Width -= (int)Math.Max((sectionRect.X + sectionRect.Width) - (rect.X + rect.Width), 0.0f);
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sectionRect.Height -= (int)Math.Max((rect.Y - rect.Height)-(sectionRect.Y - sectionRect.Height), 0.0f);
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sections[x+y] = new WallSection(sectionRect);
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}
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}
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CreateSections();
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}
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else
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{
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@@ -245,6 +220,39 @@ namespace Barotrauma
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InsertToList();
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}
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private void CreateSections()
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{
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int xsections = 1, ysections = 1;
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int width, height;
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if (isHorizontal)
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{
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xsections = (int)Math.Ceiling((float)rect.Width / wallSectionSize);
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sections = new WallSection[xsections];
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width = (int)wallSectionSize;
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height = rect.Height;
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}
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else
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{
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ysections = (int)Math.Ceiling((float)rect.Height / wallSectionSize);
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sections = new WallSection[ysections];
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width = rect.Width;
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height = (int)wallSectionSize;
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}
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for (int x = 0; x < xsections; x++)
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{
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for (int y = 0; y < ysections; y++)
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{
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Rectangle sectionRect = new Rectangle(rect.X + x * width, rect.Y - y * height, width, height);
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sectionRect.Width -= (int)Math.Max((sectionRect.X + sectionRect.Width) - (rect.X + rect.Width), 0.0f);
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sectionRect.Height -= (int)Math.Max((rect.Y - rect.Height) - (sectionRect.Y - sectionRect.Height), 0.0f);
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sections[x + y] = new WallSection(sectionRect);
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}
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}
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}
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private void GenerateConvexHull()
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{
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// If not null and not empty , remove the hulls from the system
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@@ -374,11 +382,14 @@ namespace Barotrauma
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}
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Vector2 drawOffset = Submarine == null ? Vector2.Zero : Submarine.DrawPosition;
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prefab.sprite.DrawTiled(spriteBatch, new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)), new Vector2(rect.Width, rect.Height), Vector2.Zero, color);
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if(sections.Length == 1)
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prefab.sprite.DrawTiled(spriteBatch, new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)), new Vector2(rect.Width, rect.Height), Vector2.Zero, color,Point.Zero);
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foreach (WallSection s in sections)
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{
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Point offset = new Point(Math.Abs(rect.Location.X - s.rect.Location.X), Math.Abs(rect.Location.Y - s.rect.Location.Y));
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if (sections.Length != 1 && s.damage < prefab.MaxHealth)
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prefab.sprite.DrawTiled(spriteBatch, new Vector2(s.rect.X + drawOffset.X, -(s.rect.Y + drawOffset.Y)), new Vector2(s.rect.Width, s.rect.Height), Vector2.Zero, color, offset);
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if (s.isHighLighted)
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{
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@@ -390,10 +401,10 @@ namespace Barotrauma
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s.isHighLighted = false;
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if (s.damage < 0.01f) continue;
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GUI.DrawRectangle(spriteBatch,
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GUI.DrawRectangle(spriteBatch,
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new Vector2(s.rect.X + drawOffset.X, -(s.rect.Y + drawOffset.Y)), new Vector2(s.rect.Width, s.rect.Height),
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Color.Black * (s.damage / prefab.MaxHealth), true);
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Color.Black * (s.damage / prefab.MaxHealth), true);
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}
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/*
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if(_convexHulls == null) return;
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@@ -592,8 +603,8 @@ namespace Barotrauma
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}
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}
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if (sections[sectionIndex].gap != null)
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sections[sectionIndex].gap.Open = (float)Math.Pow(((damage / prefab.MaxHealth)-0.5)*2.0, 2.0);
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if (sections[sectionIndex].gap != null)
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sections[sectionIndex].gap.Open = (damage/prefab.MaxHealth - 0.5f)*2;
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bool hadHole = SectionBodyDisabled(sectionIndex);
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sections[sectionIndex].damage = MathHelper.Clamp(damage, 0.0f, prefab.MaxHealth);
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