Further separation of client-specific code

Still not done here, just gonna push a commit now so I can pull this from elsewhere.
This commit is contained in:
juanjp600
2017-06-16 16:02:07 -03:00
parent e4a878113f
commit 7168a534ed
64 changed files with 3733 additions and 2954 deletions
@@ -0,0 +1,256 @@
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Joints;
using Barotrauma.Networking;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Barotrauma.Particles;
namespace Barotrauma
{
partial class Character : Entity, IDamageable, IPropertyObject, IClientSerializable, IServerSerializable
{
private List<CharacterSound> sounds;
//the Character that the player is currently controlling
private static Character controlled;
public static Character Controlled
{
get { return controlled; }
set
{
if (controlled == value) return;
controlled = value;
CharacterHUD.Reset();
if (controlled != null)
{
controlled.Enabled = true;
}
}
}
private Dictionary<object, HUDProgressBar> hudProgressBars;
public Dictionary<object, HUDProgressBar> HUDProgressBars
{
get { return hudProgressBars; }
}
private void InitProjSpecific(XDocument doc)
{
for (int i = 0; i < Enum.GetNames(typeof(InputType)).Length; i++)
{
keys[i] = new Key(GameMain.Config.KeyBind((InputType)i));
}
var soundElements = doc.Root.Elements("sound").ToList();
sounds = new List<CharacterSound>();
foreach (XElement soundElement in soundElements)
{
sounds.Add(new CharacterSound(soundElement));
}
hudProgressBars = new Dictionary<object, HUDProgressBar>();
}
public static void AddAllToGUIUpdateList()
{
for (int i = 0; i < CharacterList.Count; i++)
{
CharacterList[i].AddToGUIUpdateList();
}
}
public virtual void AddToGUIUpdateList()
{
if (controlled == this)
{
CharacterHUD.AddToGUIUpdateList(this);
}
}
private void UpdateControlled(float deltaTime)
{
if (controlled == this)
{
Lights.LightManager.ViewTarget = this;
CharacterHUD.Update(deltaTime, this);
foreach (HUDProgressBar progressBar in hudProgressBars.Values)
{
progressBar.Update(deltaTime);
}
foreach (var pb in hudProgressBars.Where(pb => pb.Value.FadeTimer <= 0.0f).ToList())
{
hudProgressBars.Remove(pb.Key);
}
}
}
public void Draw(SpriteBatch spriteBatch)
{
if (!Enabled) return;
AnimController.Draw(spriteBatch);
}
public void DrawHUD(SpriteBatch spriteBatch, Camera cam)
{
CharacterHUD.Draw(spriteBatch, this, cam);
}
public virtual void DrawFront(SpriteBatch spriteBatch, Camera cam)
{
if (!Enabled) return;
if (GameMain.DebugDraw)
{
AnimController.DebugDraw(spriteBatch);
if (aiTarget != null) aiTarget.Draw(spriteBatch);
}
/*if (memPos != null && memPos.Count > 0 && controlled == this)
{
PosInfo serverPos = memPos.Last();
Vector2 remoteVec = ConvertUnits.ToDisplayUnits(serverPos.Position);
if (Submarine != null)
{
remoteVec += Submarine.DrawPosition;
}
remoteVec.Y = -remoteVec.Y;
PosInfo localPos = memLocalPos.Find(m => m.ID == serverPos.ID);
int mpind = memLocalPos.FindIndex(lp => lp.ID == localPos.ID);
PosInfo localPos1 = mpind > 0 ? memLocalPos[mpind - 1] : null;
PosInfo localPos2 = mpind < memLocalPos.Count-1 ? memLocalPos[mpind + 1] : null;
Vector2 localVec = ConvertUnits.ToDisplayUnits(localPos.Position);
Vector2 localVec1 = localPos1 != null ? ConvertUnits.ToDisplayUnits(((PosInfo)localPos1).Position) : Vector2.Zero;
Vector2 localVec2 = localPos2 != null ? ConvertUnits.ToDisplayUnits(((PosInfo)localPos2).Position) : Vector2.Zero;
if (Submarine != null)
{
localVec += Submarine.DrawPosition;
localVec1 += Submarine.DrawPosition;
localVec2 += Submarine.DrawPosition;
}
localVec.Y = -localVec.Y;
localVec1.Y = -localVec1.Y;
localVec2.Y = -localVec2.Y;
//GUI.DrawLine(spriteBatch, remoteVec, localVec, Color.Yellow, 0, 10);
if (localPos1 != null) GUI.DrawLine(spriteBatch, remoteVec, localVec1, Color.Lime, 0, 2);
if (localPos2 != null) GUI.DrawLine(spriteBatch, remoteVec + Vector2.One, localVec2 + Vector2.One, Color.Red, 0, 2);
}
Vector2 mouseDrawPos = CursorWorldPosition;
mouseDrawPos.Y = -mouseDrawPos.Y;
GUI.DrawLine(spriteBatch, mouseDrawPos - new Vector2(0, 5), mouseDrawPos + new Vector2(0, 5), Color.Red, 0, 10);
Vector2 closestItemPos = closestItem != null ? closestItem.DrawPosition : Vector2.Zero;
closestItemPos.Y = -closestItemPos.Y;
GUI.DrawLine(spriteBatch, closestItemPos - new Vector2(0, 5), closestItemPos + new Vector2(0, 5), Color.Lime, 0, 10);*/
if (this == controlled || GUI.DisableHUD) return;
Vector2 pos = DrawPosition;
pos.Y = -pos.Y;
if (speechBubbleTimer > 0.0f)
{
GUI.SpeechBubbleIcon.Draw(spriteBatch, pos - Vector2.UnitY * 100.0f,
speechBubbleColor * Math.Min(speechBubbleTimer, 1.0f), 0.0f,
Math.Min((float)speechBubbleTimer, 1.0f));
}
if (this == controlled) return;
if (info != null)
{
Vector2 namePos = new Vector2(pos.X, pos.Y - 110.0f - (5.0f / cam.Zoom)) - GUI.Font.MeasureString(Info.Name) * 0.5f / cam.Zoom;
Color nameColor = Color.White;
if (Character.Controlled != null && TeamID != Character.Controlled.TeamID)
{
nameColor = Color.Red;
}
GUI.Font.DrawString(spriteBatch, Info.Name, namePos + new Vector2(1.0f / cam.Zoom, 1.0f / cam.Zoom), Color.Black, 0.0f, Vector2.Zero, 1.0f / cam.Zoom, SpriteEffects.None, 0.001f);
GUI.Font.DrawString(spriteBatch, Info.Name, namePos, nameColor, 0.0f, Vector2.Zero, 1.0f / cam.Zoom, SpriteEffects.None, 0.0f);
if (GameMain.DebugDraw)
{
GUI.Font.DrawString(spriteBatch, ID.ToString(), namePos - new Vector2(0.0f, 20.0f), Color.White);
}
}
if (isDead) return;
if (health < maxHealth * 0.98f)
{
Vector2 healthBarPos = new Vector2(pos.X - 50, DrawPosition.Y + 100.0f);
GUI.DrawProgressBar(spriteBatch, healthBarPos, new Vector2(100.0f, 15.0f), health / maxHealth, Color.Lerp(Color.Red, Color.Green, health / maxHealth) * 0.8f);
}
}
/// <summary>
/// Creates a progress bar that's "linked" to the specified object (or updates an existing one if there's one already linked to the object)
/// The progress bar will automatically fade out after 1 sec if the method hasn't been called during that time
/// </summary>
public HUDProgressBar UpdateHUDProgressBar(object linkedObject, Vector2 worldPosition, float progress, Color emptyColor, Color fullColor)
{
if (controlled != this) return null;
HUDProgressBar progressBar = null;
if (!hudProgressBars.TryGetValue(linkedObject, out progressBar))
{
progressBar = new HUDProgressBar(worldPosition, Submarine, emptyColor, fullColor);
hudProgressBars.Add(linkedObject, progressBar);
}
progressBar.WorldPosition = worldPosition;
progressBar.FadeTimer = Math.Max(progressBar.FadeTimer, 1.0f);
progressBar.Progress = progress;
return progressBar;
}
public void PlaySound(CharacterSound.SoundType soundType)
{
if (sounds == null || sounds.Count == 0) return;
var matchingSounds = sounds.FindAll(s => s.Type == soundType);
if (matchingSounds.Count == 0) return;
var selectedSound = matchingSounds[Rand.Int(matchingSounds.Count)];
selectedSound.Sound.Play(1.0f, selectedSound.Range, AnimController.WorldPosition);
}
private void ImplodeFX()
{
Vector2 centerOfMass = AnimController.GetCenterOfMass();
SoundPlayer.PlaySound("implode", 1.0f, 150.0f, WorldPosition);
for (int i = 0; i < 10; i++)
{
Particle p = GameMain.ParticleManager.CreateParticle("waterblood",
ConvertUnits.ToDisplayUnits(centerOfMass) + Rand.Vector(5.0f),
Rand.Vector(10.0f));
if (p != null) p.Size *= 2.0f;
GameMain.ParticleManager.CreateParticle("bubbles",
ConvertUnits.ToDisplayUnits(centerOfMass) + Rand.Vector(5.0f),
new Vector2(Rand.Range(-50f, 50f), Rand.Range(-100f, 50f)));
}
}
}
}
@@ -0,0 +1,339 @@
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using Barotrauma.Items.Components;
namespace Barotrauma
{
class CharacterHUD
{
private static Sprite statusIcons;
private static Sprite noiseOverlay, damageOverlay;
private static GUIButton cprButton;
private static GUIButton suicideButton;
private static GUIProgressBar drowningBar, healthBar;
public static float damageOverlayTimer { get; private set; }
public static void Reset()
{
damageOverlayTimer = 0.0f;
}
public static void TakeDamage(float amount)
{
healthBar.Flash();
damageOverlayTimer = MathHelper.Clamp(amount * 0.1f, 0.2f, 5.0f);
}
public static void AddToGUIUpdateList(Character character)
{
if (GUI.DisableHUD) return;
if (cprButton != null && cprButton.Visible) cprButton.AddToGUIUpdateList();
if (suicideButton != null && suicideButton.Visible) suicideButton.AddToGUIUpdateList();
if (!character.IsUnconscious && character.Stun <= 0.0f)
{
if (character.Inventory != null)
{
for (int i = 0; i < character.Inventory.Items.Length - 1; i++)
{
var item = character.Inventory.Items[i];
if (item == null || CharacterInventory.limbSlots[i] == InvSlotType.Any) continue;
foreach (ItemComponent ic in item.components)
{
if (ic.DrawHudWhenEquipped) ic.AddToGUIUpdateList();
}
}
}
}
}
public static void Update(float deltaTime, Character character)
{
if (drowningBar != null)
{
drowningBar.Update(deltaTime);
if (character.Oxygen < 10.0f) drowningBar.Flash();
}
if (healthBar != null) healthBar.Update(deltaTime);
if (cprButton != null && cprButton.Visible) cprButton.Update(deltaTime);
if (suicideButton != null && suicideButton.Visible) suicideButton.Update(deltaTime);
if (damageOverlayTimer > 0.0f) damageOverlayTimer -= deltaTime;
if (!character.IsUnconscious && character.Stun <= 0.0f)
{
if (character.Inventory != null)
{
if (!character.LockHands && character.Stun >= -0.1f)
{
character.Inventory.Update(deltaTime);
}
for (int i = 0; i < character.Inventory.Items.Length - 1; i++)
{
var item = character.Inventory.Items[i];
if (item == null || CharacterInventory.limbSlots[i] == InvSlotType.Any) continue;
foreach (ItemComponent ic in item.components)
{
if (ic.DrawHudWhenEquipped) ic.UpdateHUD(character);
}
}
}
if (character.SelectedCharacter != null && character.SelectedCharacter.Inventory != null)
{
character.SelectedCharacter.Inventory.Update(deltaTime);
}
}
}
public static void Draw(SpriteBatch spriteBatch, Character character, Camera cam)
{
if (statusIcons == null)
{
statusIcons = new Sprite("Content/UI/statusIcons.png", Vector2.Zero);
}
if (noiseOverlay == null)
{
noiseOverlay = new Sprite("Content/UI/noise.png", Vector2.Zero);
}
if (damageOverlay == null)
{
damageOverlay = new Sprite("Content/UI/damageOverlay.png", Vector2.Zero);
}
if (GUI.DisableHUD) return;
if (character.Inventory != null)
{
for (int i = 0; i < character.Inventory.Items.Length - 1; i++)
{
var item = character.Inventory.Items[i];
if (item == null || CharacterInventory.limbSlots[i] == InvSlotType.Any) continue;
foreach (ItemComponent ic in item.components)
{
if (ic.DrawHudWhenEquipped) ic.DrawHUD(spriteBatch, character);
}
}
}
DrawStatusIcons(spriteBatch, character);
if (!character.IsUnconscious && character.Stun <= 0.0f)
{
if (character.Inventory != null && !character.LockHands && character.Stun >= -0.1f)
{
character.Inventory.DrawOffset = Vector2.Zero;
character.Inventory.DrawOwn(spriteBatch);
}
if (character.SelectedCharacter != null && character.SelectedCharacter.Inventory != null)
{
character.SelectedCharacter.Inventory.DrawOffset = new Vector2(320.0f, 0.0f);
character.SelectedCharacter.Inventory.DrawOwn(spriteBatch);
if (cprButton == null)
{
cprButton = new GUIButton(
new Rectangle(character.SelectedCharacter.Inventory.SlotPositions[0].ToPoint() + new Point(320, -30), new Point(130, 20)), "Perform CPR", "");
cprButton.OnClicked = (button, userData) =>
{
if (Character.Controlled == null || Character.Controlled.SelectedCharacter == null) return false;
Character.Controlled.AnimController.Anim = (Character.Controlled.AnimController.Anim == AnimController.Animation.CPR) ?
AnimController.Animation.None : AnimController.Animation.CPR;
foreach (Limb limb in Character.Controlled.SelectedCharacter.AnimController.Limbs)
{
limb.pullJoint.Enabled = false;
}
if (GameMain.Client != null)
{
GameMain.Client.CreateEntityEvent(Character.Controlled, new object[] { NetEntityEvent.Type.Repair });
}
return true;
};
}
//cprButton.Visible = character.GetSkillLevel("Medical") > 20.0f;
if (cprButton.Visible) cprButton.Draw(spriteBatch);
}
if (character.ClosestCharacter != null && character.ClosestCharacter.CanBeSelected)
{
Vector2 startPos = character.DrawPosition + (character.ClosestCharacter.DrawPosition - character.DrawPosition) * 0.7f;
startPos = cam.WorldToScreen(startPos);
Vector2 textPos = startPos;
textPos -= new Vector2(GUI.Font.MeasureString(character.ClosestCharacter.Info.Name).X / 2, 20);
GUI.DrawString(spriteBatch, textPos, character.ClosestCharacter.Info.Name, Color.White, Color.Black, 2);
}
else if (character.SelectedCharacter == null && character.ClosestItem != null && character.SelectedConstruction == null)
{
var hudTexts = character.ClosestItem.GetHUDTexts(character);
Vector2 startPos = new Vector2((int)(GameMain.GraphicsWidth / 2.0f), GameMain.GraphicsHeight);
startPos.Y -= 50 + hudTexts.Count * 25;
Vector2 textPos = startPos;
textPos -= new Vector2((int)GUI.Font.MeasureString(character.ClosestItem.Name).X / 2, 20);
GUI.DrawString(spriteBatch, textPos, character.ClosestItem.Name, Color.White, Color.Black * 0.7f, 2);
textPos.Y += 30.0f;
foreach (ColoredText coloredText in hudTexts)
{
textPos.X = (int)(startPos.X - GUI.SmallFont.MeasureString(coloredText.Text).X / 2);
GUI.DrawString(spriteBatch, textPos, coloredText.Text, coloredText.Color, Color.Black * 0.7f, 2, GUI.SmallFont);
textPos.Y += 25;
}
}
foreach (HUDProgressBar progressBar in character.HUDProgressBars.Values)
{
progressBar.Draw(spriteBatch, cam);
}
}
if (Screen.Selected == GameMain.EditMapScreen) return;
if (character.IsUnconscious || (character.Oxygen < 80.0f && !character.IsDead))
{
Vector2 offset = Rand.Vector(noiseOverlay.size.X);
offset.X = Math.Abs(offset.X);
offset.Y = Math.Abs(offset.Y);
float alpha = character.IsUnconscious ? 1.0f : Math.Min((80.0f - character.Oxygen)/50.0f, 0.8f);
noiseOverlay.DrawTiled(spriteBatch, Vector2.Zero - offset, new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight) + offset,
Vector2.Zero,
Color.White * alpha);
}
else
{
if (suicideButton != null) suicideButton.Visible = false;
}
if (damageOverlayTimer>0.0f)
{
damageOverlay.Draw(spriteBatch, Vector2.Zero, Color.White * damageOverlayTimer, Vector2.Zero, 0.0f,
new Vector2(GameMain.GraphicsWidth / damageOverlay.size.X, GameMain.GraphicsHeight / damageOverlay.size.Y));
}
if (character.IsUnconscious && !character.IsDead)
{
if (suicideButton == null)
{
suicideButton = new GUIButton(
new Rectangle(new Point(GameMain.GraphicsWidth / 2 - 60, 20), new Point(120, 20)), "Give in", "");
suicideButton.ToolTip = GameMain.NetworkMember == null ?
"The character can no longer be revived if you give in." :
"Let go of your character and enter spectator mode (other players will no longer be able to revive you)";
suicideButton.OnClicked = (button, userData) =>
{
GUIComponent.ForceMouseOn(null);
if (Character.Controlled != null)
{
if (GameMain.Client != null)
{
GameMain.Client.CreateEntityEvent(Character.Controlled, new object[] { NetEntityEvent.Type.Status });
}
else
{
Character.Controlled.Kill(Character.Controlled.CauseOfDeath);
Character.Controlled = null;
}
}
return true;
};
}
suicideButton.Visible = true;
suicideButton.Draw(spriteBatch);
}
}
private static void DrawStatusIcons(SpriteBatch spriteBatch, Character character)
{
if (GameMain.DebugDraw)
{
GUI.DrawString(spriteBatch, new Vector2(30, GameMain.GraphicsHeight - 260), "Stun: "+character.Stun, Color.White);
}
if (drowningBar == null)
{
int width = 100, height = 20;
drowningBar = new GUIProgressBar(new Rectangle(30, GameMain.GraphicsHeight - 200, width, height), Color.Blue, "", 1.0f, Alignment.TopLeft);
new GUIImage(new Rectangle(-27, -7, 20, 20), new Rectangle(17, 0, 20, 24), statusIcons, Alignment.TopLeft, drowningBar);
healthBar = new GUIProgressBar(new Rectangle(30, GameMain.GraphicsHeight - 230, width, height), Color.Red, "", 1.0f, Alignment.TopLeft);
new GUIImage(new Rectangle(-26, -7, 20, 20), new Rectangle(0, 0, 13, 24), statusIcons, Alignment.TopLeft, healthBar);
}
drowningBar.BarSize = character.Oxygen / 100.0f;
if (drowningBar.BarSize < 0.99f)
{
drowningBar.Draw(spriteBatch);
}
healthBar.BarSize = character.Health / character.MaxHealth;
if (healthBar.BarSize < 1.0f)
{
healthBar.Draw(spriteBatch);
}
float bloodDropCount = character.Bleeding;
bloodDropCount = MathHelper.Clamp(bloodDropCount, 0.0f, 5.0f);
for (int i = 0; i < Math.Ceiling(bloodDropCount); i++)
{
float alpha = MathHelper.Clamp(bloodDropCount-i, 0.2f, 1.0f);
spriteBatch.Draw(statusIcons.Texture, new Vector2(25.0f + 20 * i, healthBar.Rect.Y - 20.0f), new Rectangle(39, 3, 15, 19), Color.White * alpha);
}
float pressureFactor = (character.AnimController.CurrentHull == null) ?
100.0f : Math.Min(character.AnimController.CurrentHull.LethalPressure,100.0f);
if (character.PressureProtection > 0.0f) pressureFactor = 0.0f;
if (pressureFactor>0.0f)
{
float indicatorAlpha = ((float)Math.Sin(character.PressureTimer * 0.1f) + 1.0f) * 0.5f;
indicatorAlpha = MathHelper.Clamp(indicatorAlpha, 0.1f, pressureFactor/100.0f);
spriteBatch.Draw(statusIcons.Texture, new Vector2(10.0f, healthBar.Rect.Y - 60.0f), new Rectangle(0, 24, 24, 25), Color.White * indicatorAlpha);
}
}
}
}
@@ -0,0 +1,75 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
partial class CharacterInfo
{
public GUIFrame CreateInfoFrame(Rectangle rect)
{
GUIFrame frame = new GUIFrame(rect, Color.Transparent);
frame.Padding = new Vector4(10.0f, 10.0f, 10.0f, 10.0f);
return CreateInfoFrame(frame);
}
public GUIFrame CreateInfoFrame(GUIFrame frame)
{
new GUIImage(new Rectangle(0, 0, 30, 30), HeadSprite, Alignment.TopLeft, frame);
ScalableFont font = frame.Rect.Width < 280 ? GUI.SmallFont : GUI.Font;
int x = 0, y = 0;
new GUITextBlock(new Rectangle(x + 60, y, 200, 20), Name, "", frame, font);
y += 20;
if (Job != null)
{
new GUITextBlock(new Rectangle(x + 60, y, 200, 20), Job.Name, "", frame, font);
y += 30;
var skills = Job.Skills;
skills.Sort((s1, s2) => -s1.Level.CompareTo(s2.Level));
new GUITextBlock(new Rectangle(x, y, 200, 20), "Skills:", "", frame, font);
y += 20;
foreach (Skill skill in skills)
{
Color textColor = Color.White * (0.5f + skill.Level / 200.0f);
new GUITextBlock(new Rectangle(x, y, 200, 20), skill.Name, Color.Transparent, textColor, Alignment.Left, "", frame).Font = font;
new GUITextBlock(new Rectangle(x, y, 200, 20), skill.Level.ToString(), Color.Transparent, textColor, Alignment.Right, "", frame).Font = font;
y += 20;
}
}
return frame;
}
public GUIFrame CreateCharacterFrame(GUIComponent parent, string text, object userData)
{
GUIFrame frame = new GUIFrame(new Rectangle(0, 0, 0, 40), Color.Transparent, "ListBoxElement", parent);
frame.UserData = userData;
GUITextBlock textBlock = new GUITextBlock(
new Rectangle(40, 0, 0, 25),
text,
null, null,
Alignment.Left, Alignment.Left,
"", frame, false);
textBlock.Font = GUI.SmallFont;
textBlock.Padding = new Vector4(5.0f, 0.0f, 5.0f, 0.0f);
new GUIImage(new Rectangle(-5, -5, 0, 0), HeadSprite, Alignment.Left, frame);
return frame;
}
}
}
@@ -0,0 +1,31 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Xml.Linq;
namespace Barotrauma
{
class CharacterSound
{
public enum SoundType
{
Idle, Attack, Die
}
public readonly Sound Sound;
public readonly SoundType Type;
public readonly float Range;
public CharacterSound(XElement element)
{
Sound = Sound.Load(element.Attribute("file").Value);
Range = ToolBox.GetAttributeFloat(element, "range", 1000.0f);
Enum.TryParse<SoundType>(ToolBox.GetAttributeString(element, "state", "Idle"), true, out Type);
}
}
}
@@ -0,0 +1,87 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
namespace Barotrauma
{
class HUDProgressBar
{
private float progress;
public float Progress
{
get { return progress; }
set { progress = MathHelper.Clamp(value, 0.0f, 1.0f); }
}
public float FadeTimer;
private Color fullColor, emptyColor;
private Vector2 worldPosition;
public Vector2 WorldPosition
{
get
{
return worldPosition;
}
set
{
worldPosition = value;
if (parentSub != null)
{
worldPosition -= parentSub.DrawPosition;
}
}
}
public Vector2 Size;
private Submarine parentSub;
public HUDProgressBar(Vector2 worldPosition, Submarine parentSubmarine = null)
: this(worldPosition, parentSubmarine, Color.Red, Color.Green)
{
}
public HUDProgressBar(Vector2 worldPosition, Submarine parentSubmarine, Color emptyColor, Color fullColor)
{
this.emptyColor = emptyColor;
this.fullColor = fullColor;
parentSub = parentSubmarine;
WorldPosition = worldPosition;
Size = new Vector2(100.0f, 20.0f);
FadeTimer = 1.0f;
}
public void Update(float deltatime)
{
FadeTimer -= deltatime;
}
public void Draw(SpriteBatch spriteBatch, Camera cam)
{
float a = Math.Min(FadeTimer, 1.0f);
Vector2 pos = new Vector2(WorldPosition.X - Size.X / 2, WorldPosition.Y + Size.Y / 2);
if (parentSub != null)
{
pos += parentSub.DrawPosition;
}
pos = cam.WorldToScreen(pos);
GUI.DrawProgressBar(spriteBatch,
new Vector2(pos.X, -pos.Y),
Size, progress,
Color.Lerp(emptyColor, fullColor, progress) * a,
Color.White * a * 0.8f);
}
}
}
@@ -0,0 +1,57 @@
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.Globalization;
using System.Xml.Linq;
using System.Linq;
namespace Barotrauma
{
partial class JobPrefab
{
public GUIFrame CreateInfoFrame()
{
int width = 500, height = 400;
GUIFrame backFrame = new GUIFrame(Rectangle.Empty, Color.Black * 0.5f);
backFrame.Padding = Vector4.Zero;
GUIFrame frame = new GUIFrame(new Rectangle(GameMain.GraphicsWidth / 2 - width / 2, GameMain.GraphicsHeight / 2 - height / 2, width, height), "", backFrame);
frame.Padding = new Vector4(30.0f, 30.0f, 30.0f, 30.0f);
new GUITextBlock(new Rectangle(0, 0, 100, 20), Name, "", Alignment.TopLeft, Alignment.TopLeft, frame, false, GUI.LargeFont);
var descriptionBlock = new GUITextBlock(new Rectangle(0, 40, 0, 0), Description, "", Alignment.TopLeft, Alignment.TopLeft, frame, true, GUI.SmallFont);
new GUITextBlock(new Rectangle(0, 40 + descriptionBlock.Rect.Height + 20, 100, 20), "Skills: ", "", Alignment.TopLeft, Alignment.TopLeft, frame, false, GUI.LargeFont);
int y = 40 + descriptionBlock.Rect.Height + 50;
foreach (SkillPrefab skill in Skills)
{
string skillDescription = Skill.GetLevelName((int)skill.LevelRange.X);
string skillDescription2 = Skill.GetLevelName((int)skill.LevelRange.Y);
if (skillDescription2 != skillDescription)
{
skillDescription += "/" + skillDescription2;
}
new GUITextBlock(new Rectangle(0, y, 100, 20),
" - " + skill.Name + ": " + skillDescription, "", Alignment.TopLeft, Alignment.TopLeft, frame, false, GUI.SmallFont);
y += 20;
}
new GUITextBlock(new Rectangle(250, 40 + descriptionBlock.Rect.Height + 20, 0, 20), "Items: ", "", Alignment.TopLeft, Alignment.TopLeft, frame, false, GUI.LargeFont);
y = 40 + descriptionBlock.Rect.Height + 50;
foreach (string itemName in ItemNames)
{
new GUITextBlock(new Rectangle(250, y, 100, 20),
" - " + itemName, "", Alignment.TopLeft, Alignment.TopLeft, frame, false, GUI.SmallFont);
y += 20;
}
return backFrame;
}
}
}
@@ -0,0 +1,95 @@
using System;
using System.Xml.Linq;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Joints;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Barotrauma.Items.Components;
using System.Collections.Generic;
using Barotrauma.Lights;
using System.Linq;
using System.IO;
namespace Barotrauma
{
partial class Limb
{
Sound hitSound;
public Sound HitSound
{
get { return hitSound; }
}
public void Draw(SpriteBatch spriteBatch)
{
float brightness = 1.0f - (burnt / 100.0f) * 0.5f;
Color color = new Color(brightness, brightness, brightness);
body.Dir = Dir;
bool hideLimb = wearingItems.Any(w => w != null && w.HideLimb);
if (!hideLimb)
{
body.Draw(spriteBatch, sprite, color, null, scale);
}
else
{
body.UpdateDrawPosition();
}
if (LightSource != null)
{
LightSource.Position = body.DrawPosition;
}
foreach (WearableSprite wearable in wearingItems)
{
SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
Vector2 origin = wearable.Sprite.Origin;
if (body.Dir == -1.0f) origin.X = wearable.Sprite.SourceRect.Width - origin.X;
float depth = sprite.Depth - 0.000001f;
if (wearable.DepthLimb != LimbType.None)
{
Limb depthLimb = character.AnimController.GetLimb(wearable.DepthLimb);
if (depthLimb != null)
{
depth = depthLimb.sprite.Depth - 0.000001f;
}
}
wearable.Sprite.Draw(spriteBatch,
new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
color, origin,
-body.DrawRotation,
scale, spriteEffect, depth);
}
if (damage > 0.0f && damagedSprite != null && !hideLimb)
{
SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
float depth = sprite.Depth - 0.0000015f;
damagedSprite.Draw(spriteBatch,
new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
color * Math.Min(damage / 50.0f, 1.0f), sprite.Origin,
-body.DrawRotation,
1.0f, spriteEffect, depth);
}
if (!GameMain.DebugDraw) return;
if (pullJoint != null)
{
Vector2 pos = ConvertUnits.ToDisplayUnits(pullJoint.WorldAnchorB);
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.Red, true);
}
}
}
}