Unstable 0.15.15.0 (and the one before it I forgor)

This commit is contained in:
Markus Isberg
2021-11-18 21:34:30 +09:00
parent 10e5fd5f3e
commit 80f39cd2a3
257 changed files with 4916 additions and 2582 deletions
@@ -43,7 +43,16 @@ namespace Barotrauma.Items.Components
}
}
public float Rotation;
private float rotation;
public float Rotation
{
get { return rotation; }
set
{
rotation = value;
SetLightSourceTransform();
}
}
[Editable, Serialize(true, true, description: "Should structures cast shadows when light from this light source hits them. " +
"Disabling shadows increases the performance of the game, and is recommended for lights with a short range.", alwaysUseInstanceValues: true)]
@@ -246,39 +255,14 @@ namespace Barotrauma.Items.Components
SetLightSourceState(false, 0.0f);
return;
}
#if CLIENT
if (ParentBody != null)
{
Light.Position = ParentBody.Position;
}
else if (turret != null)
{
Light.Position = new Vector2(item.Rect.X + turret.TransformedBarrelPos.X, item.Rect.Y - turret.TransformedBarrelPos.Y);
}
else
{
Light.Position = item.Position;
}
#endif
SetLightSourceTransform();
PhysicsBody body = ParentBody ?? item.body;
if (body != null)
if (body != null && !body.Enabled)
{
#if CLIENT
Light.Rotation = body.Dir > 0.0f ? body.DrawRotation : body.DrawRotation - MathHelper.Pi;
Light.LightSpriteEffect = (body.Dir > 0.0f) ? SpriteEffects.None : SpriteEffects.FlipVertically;
#endif
if (!body.Enabled)
{
SetLightSourceState(false, 0.0f);
return;
}
}
else
{
#if CLIENT
Light.Rotation = -Rotation - MathHelper.ToRadians(item.Rotation);
Light.LightSpriteEffect = item.SpriteEffects;
#endif
SetLightSourceState(false, 0.0f);
return;
}
currPowerConsumption = powerConsumption;
@@ -333,6 +317,9 @@ namespace Barotrauma.Items.Components
if (signal.value != prevColorSignal)
{
LightColor = XMLExtensions.ParseColor(signal.value, false);
#if CLIENT
SetLightSourceState(Light.Enabled, currentBrightness);
#endif
prevColorSignal = signal.value;
}
break;
@@ -350,5 +337,8 @@ namespace Barotrauma.Items.Components
}
partial void SetLightSourceState(bool enabled, float brightness);
partial void SetLightSourceTransform();
}
}