v0.1
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@@ -0,0 +1,84 @@
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using System;
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using System.Xml.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace Subsurface.Items.Components
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{
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class MiniMap : Powered
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{
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public MiniMap(Item item, XElement element)
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: base(item, element)
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{
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isActive = true;
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}
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public override void Update(float deltaTime, Camera cam)
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{
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currPowerConsumption = powerConsumption;
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voltage = 0.0f;
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}
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public override bool Pick(Character picker)
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{
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if (picker == null) return false;
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//picker.SelectedConstruction = item;
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return true;
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}
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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{
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int width = GuiFrame.Rect.Width, height = GuiFrame.Rect.Height;
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int x = GuiFrame.Rect.X;
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int y = GuiFrame.Rect.Y;
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GuiFrame.Draw(spriteBatch);
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//GUI.DrawRectangle(spriteBatch, new Rectangle(x,y,width,height), Color.Black, true);
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Rectangle miniMap = new Rectangle(x + 20, y + 40, width - 40, height - 60);
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float size = Math.Min((float)miniMap.Width / (float)Submarine.Borders.Width, (float)miniMap.Height / (float)Submarine.Borders.Height);
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foreach (Hull hull in Hull.hullList)
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{
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Rectangle hullRect = new Rectangle(
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miniMap.X + (int)((hull.Rect.X - Submarine.Borders.X) * size),
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miniMap.Y - (int)((hull.Rect.Y - Submarine.Borders.Y) * size),
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(int)(hull.Rect.Width * size),
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(int)(hull.Rect.Height * size));
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float waterAmount = Math.Min(hull.Volume / hull.FullVolume, 1.0f);
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if (hullRect.Height * waterAmount > 1.0f)
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{
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Rectangle waterRect = new Rectangle(
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hullRect.X,
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(int)(hullRect.Y + hullRect.Height * (1.0f - waterAmount)),
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hullRect.Width,
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(int)(hullRect.Height * waterAmount));
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GUI.DrawRectangle(spriteBatch, waterRect, Color.DarkBlue, true);
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}
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GUI.DrawRectangle(spriteBatch, hullRect, Color.White);
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}
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foreach (Character c in Character.CharacterList)
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{
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if (c.AnimController.CurrentHull!=null) continue;
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Rectangle characterRect = new Rectangle(
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miniMap.X + (int)((c.Position.X - Submarine.Borders.X) * size),
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miniMap.Y - (int)((c.Position.Y - Submarine.Borders.Y) * size),
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5, 5);
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GUI.DrawRectangle(spriteBatch, characterRect, Color.White, true);
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}
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}
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}
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}
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