Reducing usage of #if CLIENT / #elif SERVER
The server will implement some classes it probably shouldn't need because certain items or game states depend on them.
This commit is contained in:
@@ -6,42 +6,33 @@ using Microsoft.Xna.Framework.Input;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class GameScreen : Screen
|
||||
partial class GameScreen : Screen
|
||||
{
|
||||
private Camera cam;
|
||||
|
||||
private Color waterColor = new Color(0.75f, 0.8f, 0.9f, 1.0f);
|
||||
|
||||
private BlurEffect lightBlur;
|
||||
|
||||
readonly RenderTarget2D renderTargetBackground;
|
||||
readonly RenderTarget2D renderTarget;
|
||||
readonly RenderTarget2D renderTargetWater;
|
||||
readonly RenderTarget2D renderTargetAir;
|
||||
|
||||
private BlurEffect lightBlur;
|
||||
|
||||
private Effect damageEffect;
|
||||
|
||||
private Texture2D damageStencil;
|
||||
|
||||
public BackgroundCreatureManager BackgroundCreatureManager;
|
||||
|
||||
public override Camera Cam
|
||||
{
|
||||
get { return cam; }
|
||||
}
|
||||
|
||||
|
||||
public GameScreen(GraphicsDevice graphics, ContentManager content)
|
||||
{
|
||||
cam = new Camera();
|
||||
cam.Translate(new Vector2(-10.0f, 50.0f));
|
||||
|
||||
renderTargetBackground = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
|
||||
renderTarget = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
|
||||
renderTargetWater = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
|
||||
renderTargetAir = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
|
||||
renderTargetBackground = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
|
||||
renderTarget = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
|
||||
renderTargetWater = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
|
||||
renderTargetAir = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
|
||||
|
||||
var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.BackgroundCreaturePrefabs);
|
||||
if(files.Count > 0)
|
||||
if (files.Count > 0)
|
||||
BackgroundCreatureManager = new BackgroundCreatureManager(files);
|
||||
else
|
||||
BackgroundCreatureManager = new BackgroundCreatureManager("Content/BackgroundSprites/BackgroundCreaturePrefabs.xml");
|
||||
@@ -61,33 +52,7 @@ namespace Barotrauma
|
||||
|
||||
lightBlur = new BlurEffect(blurEffect, 0.001f, 0.001f);
|
||||
}
|
||||
|
||||
public override void Select()
|
||||
{
|
||||
base.Select();
|
||||
|
||||
if (Character.Controlled!=null)
|
||||
{
|
||||
cam.Position = Character.Controlled.WorldPosition;
|
||||
cam.UpdateTransform();
|
||||
}
|
||||
else if (Submarine.MainSub != null)
|
||||
{
|
||||
cam.Position = Submarine.MainSub.WorldPosition;
|
||||
cam.UpdateTransform();
|
||||
}
|
||||
|
||||
foreach (MapEntity entity in MapEntity.mapEntityList)
|
||||
entity.IsHighlighted = false;
|
||||
}
|
||||
|
||||
public override void Deselect()
|
||||
{
|
||||
base.Deselect();
|
||||
|
||||
Sounds.SoundManager.LowPassHFGain = 1.0f;
|
||||
}
|
||||
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
{
|
||||
if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null)
|
||||
@@ -103,92 +68,7 @@ namespace Barotrauma
|
||||
Character.AddAllToGUIUpdateList();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Allows the game to run logic such as updating the world,
|
||||
/// checking for collisions, gathering input, and playing audio.
|
||||
/// </summary>
|
||||
public override void Update(double deltaTime)
|
||||
{
|
||||
|
||||
#if DEBUG
|
||||
if (GameMain.GameSession != null && GameMain.GameSession.Level != null && GameMain.GameSession.Submarine != null &&
|
||||
!DebugConsole.IsOpen)
|
||||
{
|
||||
var closestSub = Submarine.FindClosest(cam.WorldViewCenter);
|
||||
if (closestSub == null) closestSub = GameMain.GameSession.Submarine;
|
||||
|
||||
Vector2 targetMovement = Vector2.Zero;
|
||||
if (PlayerInput.KeyDown(Keys.I)) targetMovement.Y += 1.0f;
|
||||
if (PlayerInput.KeyDown(Keys.K)) targetMovement.Y -= 1.0f;
|
||||
if (PlayerInput.KeyDown(Keys.J)) targetMovement.X -= 1.0f;
|
||||
if (PlayerInput.KeyDown(Keys.L)) targetMovement.X += 1.0f;
|
||||
|
||||
if (targetMovement != Vector2.Zero)
|
||||
closestSub.ApplyForce(targetMovement * closestSub.SubBody.Body.Mass * 100.0f);
|
||||
}
|
||||
#endif
|
||||
|
||||
foreach (MapEntity e in MapEntity.mapEntityList)
|
||||
{
|
||||
e.IsHighlighted = false;
|
||||
}
|
||||
|
||||
if (GameMain.GameSession != null) GameMain.GameSession.Update((float)deltaTime);
|
||||
|
||||
if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime);
|
||||
|
||||
if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null)
|
||||
{
|
||||
if (Character.Controlled.SelectedConstruction == Character.Controlled.ClosestItem)
|
||||
{
|
||||
Character.Controlled.SelectedConstruction.UpdateHUD(cam, Character.Controlled);
|
||||
}
|
||||
}
|
||||
Character.UpdateAll(cam, (float)deltaTime);
|
||||
|
||||
BackgroundCreatureManager.Update(cam, (float)deltaTime);
|
||||
|
||||
GameMain.ParticleManager.Update((float)deltaTime);
|
||||
|
||||
StatusEffect.UpdateAll((float)deltaTime);
|
||||
|
||||
if (Character.Controlled != null && Lights.LightManager.ViewTarget != null)
|
||||
{
|
||||
cam.TargetPos = Lights.LightManager.ViewTarget.WorldPosition;
|
||||
}
|
||||
|
||||
GameMain.LightManager.Update((float)deltaTime);
|
||||
cam.MoveCamera((float)deltaTime);
|
||||
|
||||
foreach (Submarine sub in Submarine.Loaded)
|
||||
{
|
||||
sub.SetPrevTransform(sub.Position);
|
||||
}
|
||||
|
||||
foreach (PhysicsBody pb in PhysicsBody.list)
|
||||
{
|
||||
pb.SetPrevTransform(pb.SimPosition, pb.Rotation);
|
||||
}
|
||||
|
||||
MapEntity.UpdateAll(cam, (float)deltaTime);
|
||||
|
||||
Character.UpdateAnimAll((float)deltaTime);
|
||||
|
||||
Ragdoll.UpdateAll(cam, (float)deltaTime);
|
||||
|
||||
foreach (Submarine sub in Submarine.Loaded)
|
||||
{
|
||||
sub.Update((float)deltaTime);
|
||||
}
|
||||
|
||||
GameMain.World.Step((float)deltaTime);
|
||||
|
||||
if (!PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
Inventory.draggingSlot = null;
|
||||
Inventory.draggingItem = null;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
|
||||
{
|
||||
@@ -222,9 +102,9 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
GUI.Draw((float)deltaTime, spriteBatch, cam);
|
||||
|
||||
|
||||
spriteBatch.End();
|
||||
}
|
||||
|
||||
@@ -251,7 +131,7 @@ namespace Barotrauma
|
||||
//----------------------------------------------------------------------------------------
|
||||
|
||||
graphics.SetRenderTarget(renderTargetBackground);
|
||||
|
||||
|
||||
if (Level.Loaded == null)
|
||||
{
|
||||
graphics.Clear(new Color(11, 18, 26, 255));
|
||||
@@ -367,7 +247,7 @@ namespace Barotrauma
|
||||
Submarine.DrawFront(spriteBatch, false, s => s is Structure);
|
||||
|
||||
spriteBatch.End();
|
||||
|
||||
|
||||
GameMain.LightManager.DrawLOS(spriteBatch, lightBlur.Effect, true);
|
||||
}
|
||||
|
||||
@@ -387,7 +267,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
Hull.renderer.Render(graphics, cam, renderTargetAir, Cam.ShaderTransform);
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------------------
|
||||
//3. draw the sections of the map that are on top of the water
|
||||
//----------------------------------------------------------------------------------------
|
||||
@@ -398,17 +278,17 @@ namespace Barotrauma
|
||||
cam.Transform);
|
||||
|
||||
Submarine.DrawFront(spriteBatch, false, null);
|
||||
|
||||
|
||||
spriteBatch.End();
|
||||
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Immediate,
|
||||
BlendState.NonPremultiplied, SamplerState.LinearWrap,
|
||||
null, null,
|
||||
null, null,
|
||||
damageEffect,
|
||||
cam.Transform);
|
||||
|
||||
Submarine.DrawDamageable(spriteBatch, damageEffect, false);
|
||||
|
||||
|
||||
spriteBatch.End();
|
||||
|
||||
GameMain.LightManager.DrawLightMap(spriteBatch, lightBlur.Effect);
|
||||
@@ -418,22 +298,22 @@ namespace Barotrauma
|
||||
null, null, null,
|
||||
cam.Transform);
|
||||
|
||||
if (Level.Loaded != null) Level.Loaded.DrawFront(spriteBatch);
|
||||
if (Level.Loaded != null) Level.Loaded.DrawFront(spriteBatch);
|
||||
|
||||
foreach (Character c in Character.CharacterList) c.DrawFront(spriteBatch,cam);
|
||||
foreach (Character c in Character.CharacterList) c.DrawFront(spriteBatch, cam);
|
||||
|
||||
spriteBatch.End();
|
||||
|
||||
if (Character.Controlled != null && GameMain.LightManager.LosEnabled)
|
||||
{
|
||||
GameMain.LightManager.DrawLOS(spriteBatch, lightBlur.Effect,false);
|
||||
GameMain.LightManager.DrawLOS(spriteBatch, lightBlur.Effect, false);
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Immediate,
|
||||
BlendState.AlphaBlend, SamplerState.LinearWrap, DepthStencilState.None, RasterizerState.CullNone, null);
|
||||
|
||||
float r = Math.Min(CharacterHUD.damageOverlayTimer * 0.5f, 0.5f);
|
||||
spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
|
||||
Color.Lerp(GameMain.LightManager.AmbientLight*0.5f, Color.Red, r));
|
||||
Color.Lerp(GameMain.LightManager.AmbientLight * 0.5f, Color.Red, r));
|
||||
|
||||
spriteBatch.End();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user