v0.1
This commit is contained in:
@@ -0,0 +1,76 @@
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using System;
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using System.Xml.Linq;
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namespace Subsurface.Items.Components
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{
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class AndComponent : ItemComponent
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{
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protected string output;
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//an array to keep track of how long ago a non-zero signal was received on both inputs
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protected float[] timeSinceReceived;
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//the output is sent if both inputs have received a signal within the timeframe
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protected float timeFrame;
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[InGameEditable, HasDefaultValue(0.1f, true)]
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public float TimeFrame
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{
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get { return timeFrame; }
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set
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{
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timeFrame = Math.Max(0.0f, value);
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}
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}
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[InGameEditable, HasDefaultValue("1", true)]
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public string Output
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{
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get { return output; }
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set { output = value; }
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}
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public AndComponent(Item item, XElement element)
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: base (item, element)
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{
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timeSinceReceived = new float[] { timeFrame*2.0f, timeFrame*2.0f};
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//output = "1";
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}
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public override void Update(float deltaTime, Camera cam)
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{
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bool sendOutput = true;
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for (int i = 0; i<timeSinceReceived.Length; i++)
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{
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if (timeSinceReceived[i] > timeFrame) sendOutput = false;
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timeSinceReceived[i] += deltaTime;
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}
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if (sendOutput)
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{
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item.SendSignal(output, "signal_out");
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}
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}
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public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
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{
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switch (connection.Name)
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{
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case "signal_in1":
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if (signal == "0") return;
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timeSinceReceived[0] = 0.0f;
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isActive = true;
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break;
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case "signal_in2":
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if (signal == "0") return;
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timeSinceReceived[1] = 0.0f;
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isActive = true;
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break;
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case "set_output":
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output = signal;
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break;
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}
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}
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}
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}
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@@ -0,0 +1,470 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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namespace Subsurface.Items.Components
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{
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class Connection
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{
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private static Sprite connector;
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private static Sprite wireCorner, wireVertical, wireHorizontal;
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//how many wires can be linked to a single connector
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private const int MaxLinked = 5;
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public readonly string Name;
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public Wire[] Wires;
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private Item item;
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public readonly bool IsOutput;
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private static Item draggingConnected;
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private List<StatusEffect> effects;
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int[] wireId;
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public List<Connection> Recipients
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{
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get
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{
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List<Connection> recipients = new List<Connection>();
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for (int i = 0; i<MaxLinked; i++)
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{
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if (Wires[i] == null) continue;
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Connection recipient = Wires[i].OtherConnection(this);
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if (recipient != null) recipients.Add(recipient);
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}
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return recipients;
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}
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}
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public Item Item
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{
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get { return item; }
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}
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public Connection(XElement element, Item item)
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{
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if (connector == null)
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{
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connector = new Sprite("Content/Items/connector.png", new Vector2(0.5f, 0.5f));
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wireCorner = new Sprite("Content/Items/wireCorner.png", new Vector2(0.5f, 0.1f));
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wireVertical = new Sprite("Content/Items/wireVertical.png", new Vector2(0.5f, 0.5f));
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wireHorizontal = new Sprite("Content/Items/wireHorizontal.png", new Vector2(0.5f, 0.5f));
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}
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this.item = item;
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//recipient = new Connection[MaxLinked];
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Wires = new Wire[MaxLinked];
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IsOutput = (element.Name.ToString() == "output");
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Name = ToolBox.GetAttributeString(element, "name", (IsOutput) ? "output" : "input");
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effects = new List<StatusEffect>();
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wireId = new int[MaxLinked];
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLower())
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{
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case "link":
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int index = -1;
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for (int i = 0; i < MaxLinked; i++)
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{
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if (wireId[i]<1) index = i;
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}
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if (index == -1) break;
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wireId[index] = ToolBox.GetAttributeInt(subElement, "w", -1);
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break;
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case "statuseffect":
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effects.Add(StatusEffect.Load(subElement));
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break;
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}
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}
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}
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public int FindEmptyIndex()
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{
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for (int i = 0; i < MaxLinked; i++)
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{
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if (Wires[i]==null) return i;
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}
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return -1;
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}
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//public int FindLinkIndex(Item item)
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//{
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// for (int i = 0; i < MaxLinked; i++)
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// {
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// if (item == null && recipient[i] == null) return i;
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// if (recipient[i]!=null && recipient[i].item == item) return i;
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// }
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// return -1;
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//}
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public int FindWireIndex(Item wireItem)
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{
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for (int i = 0; i < MaxLinked; i++)
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{
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if (Wires[i] == null && wireItem == null) return i;
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if (Wires[i] != null && Wires[i].Item == wireItem) return i;
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}
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return -1;
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}
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public void AddLink(int index, Wire wire)
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{
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//linked[index] = connectedItem;
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//recipient[index] = otherConnection;
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Wires[index] = wire;
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}
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//public bool AddLink(Item connectedItem, Connection otherConnection)
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//{
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// if (linked.Contains(connectedItem)) return false;
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// for (int i = 0; i<MaxLinked; i++)
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// {
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// if (linked[i]!=null) continue;
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// linked[i] = connectedItem;
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// return true;
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// }
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// return false;
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//}
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public void SendSignal(string signal, Item sender, float power)
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{
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for (int i = 0; i<MaxLinked; i++)
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{
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if (Wires[i]==null) continue;
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Connection recipient = Wires[i].OtherConnection(this);
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if (recipient == null) continue;
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if (recipient.item == this.item || recipient.item == sender) continue;
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foreach (ItemComponent ic in recipient.item.components)
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{
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ic.ReceiveSignal(signal, recipient, sender, power);
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}
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foreach (StatusEffect effect in recipient.effects)
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{
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//effect.Apply(ActionType.OnUse, 1.0f, recipient.item, recipient.item);
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recipient.item.ApplyStatusEffect(effect, ActionType.OnUse, 1.0f);
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}
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}
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}
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public void ClearConnections()
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{
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for (int i = 0; i<MaxLinked; i++)
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{
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if (Wires[i] == null) continue;
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Wires[i].RemoveConnection(this);
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Wires[i] = null;
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}
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}
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public static void DrawConnections(SpriteBatch spriteBatch, ConnectionPanel panel, Character character)
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{
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int width = 400, height = 200;
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int x = Game1.GraphicsWidth/2 - width/2, y = Game1.GraphicsHeight - height;
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Rectangle panelRect = new Rectangle(x, y, width, height);
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GUI.DrawRectangle(spriteBatch, panelRect, Color.Black, true);
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bool mouseInRect = panelRect.Contains(PlayerInput.MousePosition);
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Wire equippedWire = null;
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//if the character using the panel has a wire item equipped
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//and the wire hasn't been connected yet, draw it on the panel
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for (int i = 0; i < character.SelectedItems.Length; i++)
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{
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Item selectedItem = character.SelectedItems[i];
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if (selectedItem == null) continue;
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Wire wireComponent = selectedItem.GetComponent<Wire>();
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if (wireComponent != null) equippedWire = wireComponent;
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}
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Vector2 rightPos = new Vector2(x + width - 110, y + 20);
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Vector2 leftPos = new Vector2(x + 110, y + 20);
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float wireInterval = 10.0f;
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float rightWireX = x+width / 2 + wireInterval;
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float leftWireX = x + width / 2 - wireInterval;
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foreach (Connection c in panel.connections)
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{
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//if dragging a wire, let the Inventory know so that the wire can be
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//dropped or dragged from the panel to the players inventory
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if (draggingConnected != null)
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{
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int linkIndex = c.FindWireIndex(draggingConnected);
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if (linkIndex>-1)
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{
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Inventory.draggingItem = c.Wires[linkIndex].Item;
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}
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}
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//outputs are drawn at the right side of the panel, inputs at the left
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if (c.IsOutput)
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{
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c.Draw(spriteBatch, panel.Item, rightPos,
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new Vector2(rightPos.X + 20, rightPos.Y),
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new Vector2(rightWireX, y + height),
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mouseInRect, equippedWire != null);
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rightPos.Y += 30;
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rightWireX += wireInterval;
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}
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else
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{
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c.Draw(spriteBatch, panel.Item, leftPos,
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new Vector2(leftPos.X - 100, leftPos.Y),
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new Vector2(leftWireX, y + height),
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mouseInRect, equippedWire != null);
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leftPos.Y += 30;
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leftWireX -= wireInterval;
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}
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}
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//if the character using the panel has a wire item equipped
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//and the wire hasn't been connected yet, draw it on the panel
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if (equippedWire!=null)
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{
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if (panel.connections.Find(c => c.Wires.Contains(equippedWire)) == null)
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{
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DrawWire(spriteBatch, equippedWire.Item, equippedWire.Item,
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new Vector2(x + width / 2, y + height - 100),
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new Vector2(x + width / 2, y + height), mouseInRect, false);
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if (draggingConnected == equippedWire.Item) Inventory.draggingItem = equippedWire.Item;
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//break;
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}
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}
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//for (int i = 0; i < character.SelectedItems.Length; i++ )
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//{
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// Item selectedItem = character.SelectedItems[i];
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// if (selectedItem == null) continue;
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// Wire wireComponent = selectedItem.GetComponent<Wire>();
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//}
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//stop dragging a wire item if cursor is outside the panel
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if (mouseInRect) Inventory.draggingItem = null;
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if (draggingConnected != null)
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{
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if (!PlayerInput.LeftButtonDown())
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{
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panel.Item.NewComponentEvent(panel, true);
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draggingConnected = null;
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}
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}
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}
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private void Draw(SpriteBatch spriteBatch, Item item, Vector2 position, Vector2 labelPos, Vector2 wirePosition, bool mouseIn, bool wireEquipped)
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{
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spriteBatch.DrawString(GUI.Font, Name, new Vector2(labelPos.X, labelPos.Y-10), Color.White);
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)position.X-10, (int)position.Y-10, 20, 20), Color.White);
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for (int i = 0; i<MaxLinked; i++)
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{
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if (Wires[i]==null) continue;
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Connection recipient = Wires[i].OtherConnection(this);
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DrawWire(spriteBatch, Wires[i].Item, (recipient == null) ? Wires[i].Item : recipient.item, position, wirePosition, mouseIn, wireEquipped);
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wirePosition.X += (IsOutput) ? -20 : 20;
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}
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//dragging a wire and released the mouse -> see if the wire can be connected to this connection
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if (draggingConnected != null
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&& !PlayerInput.LeftButtonDown())
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{
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//close enough to the connector -> make a new connection
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if (Vector2.Distance(position, PlayerInput.MousePosition) < 10.0f)
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{
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//find an empty cell for the new connection
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int index = FindWireIndex(null);
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Wire wireComponent = draggingConnected.GetComponent<Wire>();
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if (index>-1 && wireComponent!=null && !Wires.Contains(wireComponent))
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{
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Wires[index] = wireComponent;
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wireComponent.Connect(this);
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}
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}
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//far away -> disconnect if the wire is linked to this connector
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else
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{
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int index = FindWireIndex(draggingConnected);
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if (index>-1)
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{
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Wires[index].RemoveConnection(this);
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Wires[index].Item.SetTransform(item.SimPosition, 0.0f);
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Wires[index].Item.Drop();
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Wires[index].Item.body.Enabled = true;
|
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Wires[index] = null;
|
||||
}
|
||||
}
|
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}
|
||||
|
||||
|
||||
}
|
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|
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private static void DrawWire(SpriteBatch spriteBatch, Item wireItem, Item item, Vector2 end, Vector2 start, bool mouseIn, bool wireEquipped)
|
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{
|
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if (draggingConnected == wireItem)
|
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{
|
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if (!mouseIn) return;
|
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end = PlayerInput.MousePosition;
|
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}
|
||||
|
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bool mouseOn = false;
|
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|
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int textX = (int)start.X;
|
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float connLength = 10.0f;
|
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|
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float alpha = wireEquipped ? 0.5f : 1.0f;
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|
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//Color color = (wireEquipped) ? wireItem.Color * 0.5f : wireItem.Color;
|
||||
|
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if (Math.Abs(end.X-start.X)<connLength*6.0f)
|
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{
|
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wireVertical.DrawTiled(spriteBatch,
|
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new Vector2(end.X - wireVertical.size.X / 2, end.Y + connLength),
|
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new Vector2(wireVertical.size.X, (float)Math.Abs(end.Y - start.Y)), wireItem.Color * alpha);
|
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textX = (int)end.X;
|
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connector.Draw(spriteBatch, end, Color.White*alpha);
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector2 pos = new Vector2(start.X, end.Y + wireCorner.size.Y+1) - wireVertical.size / 2;
|
||||
Vector2 size = new Vector2(wireVertical.size.X, (float)Math.Abs((end.Y + wireCorner.size.Y) - start.Y));
|
||||
wireVertical.DrawTiled(spriteBatch, pos, size, wireItem.Color * alpha);
|
||||
|
||||
Rectangle rect = new Rectangle((int)pos.X, (int)pos.Y, (int)size.X, (int)size.Y);
|
||||
if (!wireEquipped && rect.Contains(PlayerInput.MousePosition)) mouseOn = true;
|
||||
|
||||
float dir = (end.X > start.X) ? -1.0f : 1.0f;
|
||||
|
||||
wireCorner.Draw(spriteBatch,
|
||||
new Vector2(start.X, end.Y-1), wireItem.Color * alpha, 0.0f, 1.0f,
|
||||
(end.X > start.X) ? SpriteEffects.None : SpriteEffects.FlipHorizontally);
|
||||
|
||||
float wireStartX = start.X - wireCorner.size.X / 2 * dir;
|
||||
float wireEndX = end.X + connLength * dir;
|
||||
|
||||
pos = new Vector2(Math.Min(wireStartX,wireEndX), end.Y - wireVertical.size.Y / 2);
|
||||
size = new Vector2(Math.Abs(wireStartX - wireEndX), wireHorizontal.size.Y);
|
||||
|
||||
wireHorizontal.DrawTiled(spriteBatch, pos, size, wireItem.Color * alpha);
|
||||
rect = new Rectangle((int)pos.X, (int)pos.Y, (int)size.X, (int)size.Y);
|
||||
if (!wireEquipped && rect.Contains(PlayerInput.MousePosition)) mouseOn = true;
|
||||
|
||||
connector.Draw(spriteBatch, end, Color.White*alpha, -MathHelper.PiOver2 * dir);
|
||||
}
|
||||
|
||||
if (draggingConnected == null && !wireEquipped)
|
||||
{
|
||||
if (mouseOn || Vector2.Distance(end, PlayerInput.MousePosition)<20.0f)
|
||||
{
|
||||
item.IsHighlighted = true;
|
||||
//start dragging the wire
|
||||
if (PlayerInput.LeftButtonDown()) draggingConnected = wireItem;
|
||||
}
|
||||
}
|
||||
|
||||
spriteBatch.DrawString(GUI.Font, item.Name,
|
||||
new Vector2(textX, start.Y-30),
|
||||
(mouseOn && !wireEquipped) ? Color.Gold : Color.White,
|
||||
MathHelper.PiOver2,
|
||||
GUI.Font.MeasureString(item.Name)*0.5f,
|
||||
1.0f, SpriteEffects.None, 0.0f);
|
||||
}
|
||||
|
||||
public void Save(XElement parentElement)
|
||||
{
|
||||
XElement newElement = new XElement(IsOutput ? "output" : "input", new XAttribute("name", Name));
|
||||
|
||||
Array.Sort(Wires, delegate(Wire wire1, Wire wire2)
|
||||
{
|
||||
if (wire1 == null) return 1;
|
||||
if (wire2 == null) return -1;
|
||||
return wire1.Item.ID.CompareTo(wire2.Item.ID);
|
||||
});
|
||||
|
||||
for (int i = 0; i < MaxLinked; i++ )
|
||||
{
|
||||
if (Wires[i] == null) continue;
|
||||
|
||||
//Connection recipient = wires[i].OtherConnection(this);
|
||||
|
||||
//int connectionIndex = recipient.item.Connections.FindIndex(x => x == recipient);
|
||||
newElement.Add(new XElement("link",
|
||||
new XAttribute("w", Wires[i].Item.ID.ToString())));
|
||||
}
|
||||
|
||||
parentElement.Add(newElement);
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void ConnectLinked()
|
||||
{
|
||||
if (wireId == null) return;
|
||||
|
||||
for (int i = 0; i < MaxLinked; i++)
|
||||
{
|
||||
if (wireId[i] == -1) continue;
|
||||
|
||||
Item wireItem = MapEntity.FindEntityByID(wireId[i]) as Item;
|
||||
|
||||
if (wireItem == null) continue;
|
||||
Wires[i] = wireItem.GetComponent<Wire>();
|
||||
|
||||
if (Wires[i]!=null)
|
||||
{
|
||||
Wires[i].Item.body.Enabled = false;
|
||||
Wires[i].Connect(this, false, true);
|
||||
}
|
||||
}
|
||||
|
||||
wireId = null;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,143 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface.Items.Components
|
||||
{
|
||||
class ConnectionPanel : ItemComponent
|
||||
{
|
||||
public List<Connection> connections;
|
||||
|
||||
Character user;
|
||||
|
||||
public ConnectionPanel(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
connections = new List<Connection>();
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString())
|
||||
{
|
||||
case "input":
|
||||
connections.Add(new Connection(subElement, item));
|
||||
break;
|
||||
case "output":
|
||||
connections.Add(new Connection(subElement, item));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
isActive = true;
|
||||
}
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
if (character != Character.Controlled || character != user) return;
|
||||
Connection.DrawConnections(spriteBatch, this, character);
|
||||
}
|
||||
|
||||
public override XElement Save(XElement parentElement)
|
||||
{
|
||||
XElement componentElement = base.Save(parentElement);
|
||||
|
||||
foreach (Connection c in connections)
|
||||
{
|
||||
c.Save(componentElement);
|
||||
}
|
||||
|
||||
return componentElement;
|
||||
}
|
||||
|
||||
public override void OnMapLoaded()
|
||||
{
|
||||
foreach (Connection c in connections)
|
||||
{
|
||||
c.ConnectLinked();
|
||||
}
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (user != null && user.SelectedConstruction != item) user = null;
|
||||
}
|
||||
|
||||
public override bool Select(Character picker)
|
||||
{
|
||||
user = picker;
|
||||
isActive = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void Load(XElement element)
|
||||
{
|
||||
base.Load(element);
|
||||
|
||||
connections.Clear();
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString())
|
||||
{
|
||||
case "input":
|
||||
connections.Add(new Connection(subElement, item));
|
||||
break;
|
||||
case "output":
|
||||
connections.Add(new Connection(subElement, item));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void Remove()
|
||||
{
|
||||
base.Remove();
|
||||
}
|
||||
|
||||
public override void FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetOutgoingMessage message)
|
||||
{
|
||||
foreach (Connection c in connections)
|
||||
{
|
||||
Wire[] wires = Array.FindAll(c.Wires, w => w != null);
|
||||
message.Write((byte)wires.Length);
|
||||
for (int i = 0 ; i < c.Wires.Length; i++)
|
||||
{
|
||||
if (c.Wires[i] == null) continue;
|
||||
message.Write(c.Wires[i].Item.ID);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void ReadNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetIncomingMessage message)
|
||||
{
|
||||
System.Diagnostics.Debug.WriteLine("connectionpanel update");
|
||||
foreach (Connection c in connections)
|
||||
{
|
||||
//int wireCount = c.Wires.Length;
|
||||
c.ClearConnections();
|
||||
try
|
||||
{
|
||||
byte wireCount = message.ReadByte();
|
||||
|
||||
for (int i = 0; i < wireCount; i++)
|
||||
{
|
||||
int wireId = message.ReadInt32();
|
||||
|
||||
Item wireItem = MapEntity.FindEntityByID(wireId) as Item;
|
||||
if (wireItem == null) continue;
|
||||
|
||||
Wire wireComponent = wireItem.GetComponent<Wire>();
|
||||
if (wireComponent == null) continue;
|
||||
|
||||
c.Wires[i] = wireComponent;
|
||||
wireComponent.Connect(c, false);
|
||||
}
|
||||
}
|
||||
|
||||
catch { }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,149 @@
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Subsurface.Lights;
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface.Items.Components
|
||||
{
|
||||
class LightComponent : Powered
|
||||
{
|
||||
static Sound[] sparkSounds;
|
||||
|
||||
private Color lightColor;
|
||||
|
||||
//private Sprite sprite;
|
||||
|
||||
LightSource light;
|
||||
|
||||
float range;
|
||||
|
||||
float lightBrightness;
|
||||
|
||||
[Editable, HasDefaultValue(100.0f, true)]
|
||||
public float Range
|
||||
{
|
||||
get { return range; }
|
||||
set
|
||||
{
|
||||
range = MathHelper.Clamp(value, 0.0f, 2048.0f);
|
||||
}
|
||||
}
|
||||
|
||||
[InGameEditable, HasDefaultValue("1.0,1.0,1.0,1.0", true)]
|
||||
public string LightColor
|
||||
{
|
||||
get { return ToolBox.Vector4ToString(lightColor.ToVector4()); }
|
||||
set
|
||||
{
|
||||
lightColor = new Color(ToolBox.ParseToVector4(value));
|
||||
}
|
||||
}
|
||||
|
||||
public override void Move(Vector2 amount)
|
||||
{
|
||||
light.Position += amount;
|
||||
}
|
||||
|
||||
public LightComponent(Item item, XElement element)
|
||||
: base (item, element)
|
||||
{
|
||||
if (sparkSounds==null)
|
||||
{
|
||||
sparkSounds = new Sound[4];
|
||||
string dir = Path.GetDirectoryName(item.Prefab.ConfigFile)+"\\";
|
||||
for (int i = 0; i<4; i++)
|
||||
{
|
||||
sparkSounds[i] = Sound.Load(dir+"zap"+(i+1)+".ogg");
|
||||
}
|
||||
}
|
||||
|
||||
//foreach (XElement subElement in element.Elements())
|
||||
//{
|
||||
// if (subElement.Name.ToString().ToLower() != "sprite") continue;
|
||||
// sprite = new Sprite(subElement);
|
||||
// break;
|
||||
//}
|
||||
|
||||
light = new LightSource(item.Position, 100.0f, Color.White);
|
||||
|
||||
isActive = true;
|
||||
|
||||
//lightColor = new Color(ToolBox.GetAttributeVector4(element, "color", Vector4.One));
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
base.Update(deltaTime, cam);
|
||||
|
||||
if (item.body != null)
|
||||
{
|
||||
light.Position = ConvertUnits.ToDisplayUnits(item.body.Position);
|
||||
}
|
||||
|
||||
Pickable pickable = item.GetComponent<Pickable>();
|
||||
if (item.container!= null || (pickable!=null && pickable.Picker!=null))
|
||||
{
|
||||
light.Color = Color.Transparent;
|
||||
return;
|
||||
}
|
||||
|
||||
if (powerConsumption == 0.0f)
|
||||
{
|
||||
voltage = 1.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
currPowerConsumption = powerConsumption;
|
||||
}
|
||||
|
||||
if (Rand.Range(0.0f, 1.0f) < 0.05f && voltage < Rand.Range(0.0f, minVoltage))
|
||||
{
|
||||
if (voltage > 0.1f) sparkSounds[Rand.Int(sparkSounds.Length)].Play(1.0f, 400.0f, item.Position);
|
||||
lightBrightness = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
lightBrightness = MathHelper.Lerp(lightBrightness, Math.Min(voltage, 1.0f), 0.1f);
|
||||
}
|
||||
|
||||
light.Color = lightColor * lightBrightness;
|
||||
|
||||
light.Range = range * (float)Math.Sqrt(lightBrightness);
|
||||
|
||||
voltage = 0.0f;
|
||||
}
|
||||
|
||||
public override void Draw(SpriteBatch spriteBatch, bool editing)
|
||||
{
|
||||
if (!isActive)
|
||||
{
|
||||
light.Color = Color.Transparent;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Remove()
|
||||
{
|
||||
base.Remove();
|
||||
|
||||
light.Remove();
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
|
||||
{
|
||||
base.ReceiveSignal(signal, connection, sender, power);
|
||||
|
||||
switch (connection.Name)
|
||||
{
|
||||
case "toggle":
|
||||
isActive = !isActive;
|
||||
break;
|
||||
case "set_state":
|
||||
isActive = (signal != "0");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface.Items.Components
|
||||
{
|
||||
class NotComponent : ItemComponent
|
||||
{
|
||||
public NotComponent(Item item, XElement element)
|
||||
: base (item, element)
|
||||
{
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
|
||||
{
|
||||
if (connection.Name != "signal_in") return;
|
||||
|
||||
item.SendSignal(signal=="0" ? "1" : "0", "signal_out");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface.Items.Components
|
||||
{
|
||||
class OrComponent : AndComponent
|
||||
{
|
||||
public OrComponent(Item item, XElement element)
|
||||
: base (item, element)
|
||||
{
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
bool sendOutput = true;
|
||||
for (int i = 0; i<timeSinceReceived.Length; i++)
|
||||
{
|
||||
if (timeSinceReceived[i] > timeFrame) sendOutput = false;
|
||||
timeSinceReceived[i] += deltaTime;
|
||||
}
|
||||
|
||||
if (sendOutput)
|
||||
{
|
||||
item.SendSignal(output, "signal_out");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,36 @@
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface.Items.Components
|
||||
{
|
||||
class OxygenDetector : ItemComponent
|
||||
{
|
||||
private Hull hull;
|
||||
|
||||
public OxygenDetector(Item item, XElement element)
|
||||
: base (item, element)
|
||||
{
|
||||
hull = Hull.FindHull(item.Position);
|
||||
|
||||
isActive = true;
|
||||
}
|
||||
|
||||
public override void OnMapLoaded()
|
||||
{
|
||||
hull = Hull.FindHull(item.Position);
|
||||
}
|
||||
|
||||
public override void Move(Microsoft.Xna.Framework.Vector2 amount)
|
||||
{
|
||||
hull = Hull.FindHull(item.Position);
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (hull == null) return;
|
||||
|
||||
item.SendSignal(((int)hull.OxygenPercentage).ToString(), "signal_out");
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,60 @@
|
||||
using System.Xml.Linq;
|
||||
using System.Text.RegularExpressions;
|
||||
|
||||
namespace Subsurface.Items.Components
|
||||
{
|
||||
class RegExFindComponent : ItemComponent
|
||||
{
|
||||
private string output;
|
||||
|
||||
private string expression;
|
||||
|
||||
[InGameEditable, HasDefaultValue("1", true)]
|
||||
public string Output
|
||||
{
|
||||
get { return output; }
|
||||
set { output = value; }
|
||||
}
|
||||
|
||||
[InGameEditable, HasDefaultValue("", true)]
|
||||
public string Expression
|
||||
{
|
||||
get { return expression; }
|
||||
set { expression = value; }
|
||||
}
|
||||
|
||||
public RegExFindComponent(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power = 0.0f)
|
||||
{
|
||||
switch (connection.Name)
|
||||
{
|
||||
case "signal_in":
|
||||
if (string.IsNullOrWhiteSpace(expression)) return;
|
||||
|
||||
bool success = false;
|
||||
try
|
||||
{
|
||||
Regex regex = new Regex(@expression);
|
||||
Match match = regex.Match(signal);
|
||||
success = match.Success;
|
||||
}
|
||||
catch
|
||||
{
|
||||
item.SendSignal("ERROR", "signal_out");
|
||||
return;
|
||||
}
|
||||
|
||||
item.SendSignal(success ? output : "0", "signal_out");
|
||||
|
||||
break;
|
||||
case "set_output":
|
||||
output = signal;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,51 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface.Items.Components
|
||||
{
|
||||
class SignalCheckComponent : ItemComponent
|
||||
{
|
||||
private string output;
|
||||
|
||||
private string targetSignal;
|
||||
|
||||
[InGameEditable, HasDefaultValue("1", true)]
|
||||
public string Output
|
||||
{
|
||||
get { return output; }
|
||||
set { output = value; }
|
||||
}
|
||||
|
||||
[InGameEditable, HasDefaultValue("", true)]
|
||||
public string TargetSignal
|
||||
{
|
||||
get { return targetSignal; }
|
||||
set { targetSignal = value; }
|
||||
}
|
||||
|
||||
public SignalCheckComponent(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
|
||||
{
|
||||
switch (connection.Name)
|
||||
{
|
||||
case "signal_in":
|
||||
item.SendSignal((signal == targetSignal) ? output : "0", "signal_out");
|
||||
|
||||
break;
|
||||
case "set_output":
|
||||
output = signal;
|
||||
break;
|
||||
case "set_targetsignal":
|
||||
targetSignal = signal;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,417 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface.Items.Components
|
||||
{
|
||||
class Wire : ItemComponent
|
||||
{
|
||||
const float nodeDistance = 32.0f;
|
||||
const float heightFromFloor = 128.0f;
|
||||
|
||||
static Sprite wireSprite;
|
||||
|
||||
public List<Vector2> Nodes;
|
||||
|
||||
Connection[] connections;
|
||||
|
||||
private Vector2 newNodePos;
|
||||
|
||||
private static int? selectedNodeIndex;
|
||||
|
||||
public Wire(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
if (wireSprite == null)
|
||||
{
|
||||
wireSprite = new Sprite("Content/Items/wireHorizontal.png", new Vector2(0.5f, 0.5f));
|
||||
wireSprite.Depth = 0.85f;
|
||||
}
|
||||
|
||||
Nodes = new List<Vector2>();
|
||||
|
||||
connections = new Connection[2];
|
||||
}
|
||||
|
||||
public override void Move(Vector2 amount)
|
||||
{
|
||||
amount = FarseerPhysics.ConvertUnits.ToDisplayUnits(amount);
|
||||
//for (int i = 0; i<Nodes.Count; i++)
|
||||
//{
|
||||
// Nodes[i] += amount;
|
||||
//}
|
||||
}
|
||||
|
||||
public Connection OtherConnection(Connection connection)
|
||||
{
|
||||
if (connection == null) return null;
|
||||
if (connection == connections[0]) return connections[1];
|
||||
if (connection == connections[1]) return connections[0];
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public void RemoveConnection(Connection connection)
|
||||
{
|
||||
if (connection == connections[0]) connections[0] = null;
|
||||
if (connection == connections[1]) connections[1] = null;
|
||||
}
|
||||
|
||||
public void Connect(Connection newConnection, bool addNode = true, bool loading = false)
|
||||
{
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
if (connections[i] == newConnection) return;
|
||||
}
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
if (connections[i] != null) continue;
|
||||
|
||||
connections[i] = newConnection;
|
||||
|
||||
if (!addNode) break;
|
||||
|
||||
if (i == 0)
|
||||
{
|
||||
Nodes.Insert(0, newConnection.Item.Position);
|
||||
}
|
||||
else
|
||||
{
|
||||
Nodes.Add(newConnection.Item.Position);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
if (connections[0] != null && connections[1] != null)
|
||||
{
|
||||
//List<Vector2> prevNodes = new List<Vector2>(Nodes);
|
||||
|
||||
|
||||
foreach (ItemComponent ic in item.components)
|
||||
{
|
||||
if (ic == this) continue;
|
||||
ic.Drop(null);
|
||||
}
|
||||
if (item.container != null) item.container.RemoveContained(this.item);
|
||||
|
||||
|
||||
item.body.Enabled = false;
|
||||
|
||||
isActive = false;
|
||||
|
||||
//Nodes = prevNodes;
|
||||
CleanNodes();
|
||||
}
|
||||
|
||||
if (!loading) Item.NewComponentEvent(this, true);
|
||||
}
|
||||
|
||||
public override void Equip(Character character)
|
||||
{
|
||||
ClearConnections();
|
||||
|
||||
isActive = true;
|
||||
}
|
||||
|
||||
public override void Unequip(Character character)
|
||||
{
|
||||
ClearConnections();
|
||||
|
||||
isActive = false;
|
||||
}
|
||||
|
||||
public override void Drop(Character dropper)
|
||||
{
|
||||
ClearConnections();
|
||||
|
||||
isActive = false;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (Nodes.Count == 0) return;
|
||||
|
||||
item.FindHull();
|
||||
|
||||
Vector2 position = item.Position;
|
||||
position.X = MathUtils.Round(item.Position.X, nodeDistance);
|
||||
if (item.CurrentHull == null)
|
||||
{
|
||||
position.Y = MathUtils.Round(item.Position.Y, nodeDistance);
|
||||
}
|
||||
else
|
||||
{
|
||||
position.Y -= item.CurrentHull.Rect.Y - item.CurrentHull.Rect.Height;
|
||||
position.Y = Math.Max(MathUtils.Round(position.Y, nodeDistance), heightFromFloor);
|
||||
position.Y += item.CurrentHull.Rect.Y - item.CurrentHull.Rect.Height;
|
||||
}
|
||||
|
||||
newNodePos = RoundNode(item.Position, item.CurrentHull);
|
||||
|
||||
//if (Vector2.Distance(position, nodes[nodes.Count - 1]) > nodeDistance*10)
|
||||
//{
|
||||
// nodes.Add(position);
|
||||
|
||||
// item.NewComponentEvent(this, true);
|
||||
//}
|
||||
//else if (Math.Abs(position.Y - nodes[nodes.Count - 1].Y) > nodeDistance)
|
||||
//{
|
||||
// nodes.Add(new Vector2(nodes[nodes.Count - 1].X,
|
||||
// position.Y));
|
||||
|
||||
// item.NewComponentEvent(this, true);
|
||||
//}
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
{
|
||||
if (character == Character.Controlled && character.SelectedConstruction != null) return false;
|
||||
|
||||
if (newNodePos!= Vector2.Zero && Nodes.Count>0 && Vector2.Distance(newNodePos, Nodes[Nodes.Count - 1]) > nodeDistance)
|
||||
{
|
||||
Nodes.Add(newNodePos);
|
||||
newNodePos = Vector2.Zero;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void SecondaryUse(float deltaTime, Character character = null)
|
||||
{
|
||||
if (Nodes.Count > 1)
|
||||
{
|
||||
Nodes.RemoveAt(Nodes.Count - 1);
|
||||
item.NewComponentEvent(this, true);
|
||||
}
|
||||
}
|
||||
|
||||
public override bool Pick(Character picker)
|
||||
{
|
||||
ClearConnections();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void ClearConnections()
|
||||
{
|
||||
Nodes.Clear();
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
if (connections[i] == null) continue;
|
||||
int wireIndex = connections[i].FindWireIndex(item);
|
||||
|
||||
if (wireIndex == -1) continue;
|
||||
connections[i].AddLink(wireIndex, null);
|
||||
|
||||
connections[i] = null;
|
||||
}
|
||||
}
|
||||
|
||||
private Vector2 RoundNode(Vector2 position, Hull hull)
|
||||
{
|
||||
position.X = MathUtils.Round(position.X, nodeDistance);
|
||||
if (hull == null)
|
||||
{
|
||||
position.Y = MathUtils.Round(position.Y, nodeDistance);
|
||||
}
|
||||
else
|
||||
{
|
||||
position.Y -= hull.Rect.Y - hull.Rect.Height;
|
||||
position.Y = Math.Max(MathUtils.Round(position.Y, nodeDistance), heightFromFloor);
|
||||
position.Y += hull.Rect.Y -hull.Rect.Height;
|
||||
}
|
||||
|
||||
return position;
|
||||
}
|
||||
|
||||
private void CleanNodes()
|
||||
{
|
||||
for (int i = Nodes.Count - 2; i > 0; i--)
|
||||
{
|
||||
if ((Nodes[i - 1].X == Nodes[i].X || Nodes[i - 1].Y == Nodes[i].Y) &&
|
||||
(Nodes[i + 1].X == Nodes[i].X || Nodes[i + 1].Y == Nodes[i].Y))
|
||||
{
|
||||
if (Vector2.Distance(Nodes[i - 1], Nodes[i]) == Vector2.Distance(Nodes[i + 1], Nodes[i]))
|
||||
{
|
||||
Nodes.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool removed;
|
||||
do
|
||||
{
|
||||
removed = false;
|
||||
for (int i = Nodes.Count - 2; i > 0; i--)
|
||||
{
|
||||
if ((Nodes[i - 1].X == Nodes[i].X && Nodes[i + 1].X == Nodes[i].X)
|
||||
|| (Nodes[i - 1].Y == Nodes[i].Y && Nodes[i + 1].Y == Nodes[i].Y))
|
||||
{
|
||||
Nodes.RemoveAt(i);
|
||||
removed = true;
|
||||
}
|
||||
}
|
||||
|
||||
} while (removed);
|
||||
|
||||
}
|
||||
|
||||
|
||||
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, bool editing)
|
||||
{
|
||||
if (Nodes.Count == 0) return;
|
||||
|
||||
//for (int i = 0; i < nodes.Count; i++)
|
||||
//{
|
||||
// GUI.DrawRectangle(spriteBatch, new Rectangle((int)nodes[i].X, (int)-nodes[i].Y, 5, 5), Color.DarkGray, true, wireSprite.Depth - 0.01f);
|
||||
//}
|
||||
|
||||
for (int i = 1; i < Nodes.Count; i++)
|
||||
{
|
||||
DrawSection(spriteBatch, Nodes[i], Nodes[i - 1], i, item.Color);
|
||||
}
|
||||
|
||||
if (isActive && Vector2.Distance(newNodePos, Nodes[Nodes.Count - 1]) > nodeDistance)
|
||||
{
|
||||
DrawSection(spriteBatch, Nodes[Nodes.Count - 1], newNodePos, Nodes.Count, item.Color * 0.5f);
|
||||
//nodes.Add(newNodePos);
|
||||
}
|
||||
|
||||
if (!editing) return;
|
||||
|
||||
for (int i = 1; i < Nodes.Count; i++)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)Nodes[i].X - 3, (int)-Nodes[i].Y -3, 6, 6), Color.Red, true, 0.0f);
|
||||
|
||||
if (Vector2.Distance(Game1.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition), Nodes[i]) < 20.0f)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)Nodes[i].X - 10, (int)-Nodes[i].Y - 10, 20, 20), Color.Red, false, 0.0f);
|
||||
|
||||
if (selectedNodeIndex==null && selectedNodeIndex>0 && selectedNodeIndex<Nodes.Count-1)
|
||||
{
|
||||
if ( PlayerInput.LeftButtonDown())
|
||||
{
|
||||
MapEntity.SelectEntity(item);
|
||||
selectedNodeIndex = i;
|
||||
}
|
||||
else
|
||||
{
|
||||
Nodes.RemoveAt(i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (PlayerInput.LeftButtonDown())
|
||||
{
|
||||
|
||||
if (selectedNodeIndex!=null && item.IsSelected)
|
||||
{
|
||||
MapEntity.DisableSelect = true;
|
||||
Nodes[(int)selectedNodeIndex] = Game1.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition);
|
||||
|
||||
Vector2 pos = Nodes[(int)selectedNodeIndex];
|
||||
|
||||
|
||||
Nodes[(int)selectedNodeIndex] = RoundNode(Nodes[(int)selectedNodeIndex], Hull.FindHull(Nodes[(int)selectedNodeIndex]));
|
||||
MapEntity.SelectEntity(item);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//if (selectedNodeIndex != null) MapEntity.SelectEntity(item); ;
|
||||
selectedNodeIndex = null;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
private void DrawSection(SpriteBatch spriteBatch, Vector2 start, Vector2 end, int i, Color color)
|
||||
{
|
||||
start.Y = -start.Y;
|
||||
end.Y = -end.Y;
|
||||
|
||||
spriteBatch.Draw(wireSprite.Texture,
|
||||
start, null, color,
|
||||
MathUtils.VectorToAngle(end - start),
|
||||
new Vector2(0.0f, wireSprite.size.Y / 2.0f),
|
||||
new Vector2((Vector2.Distance(start, end)) / wireSprite.Texture.Width, 0.3f),
|
||||
SpriteEffects.None,
|
||||
wireSprite.Depth + 0.1f + i * 0.00001f);
|
||||
}
|
||||
|
||||
public override XElement Save(XElement parentElement)
|
||||
{
|
||||
XElement componentElement = base.Save(parentElement);
|
||||
|
||||
if (Nodes == null || Nodes.Count == 0) return componentElement;
|
||||
|
||||
string[] nodeCoords = new string[Nodes.Count() * 2];
|
||||
for (int i = 0; i < Nodes.Count(); i++)
|
||||
{
|
||||
nodeCoords[i * 2] = Nodes[i].X.ToString(CultureInfo.InvariantCulture);
|
||||
nodeCoords[i * 2 + 1] = Nodes[i].Y.ToString(CultureInfo.InvariantCulture);
|
||||
}
|
||||
|
||||
componentElement.Add(new XAttribute("nodes", string.Join(";", nodeCoords)));
|
||||
|
||||
return componentElement;
|
||||
}
|
||||
|
||||
public override void Load(XElement componentElement)
|
||||
{
|
||||
base.Load(componentElement);
|
||||
|
||||
string nodeString = ToolBox.GetAttributeString(componentElement, "nodes", "");
|
||||
if (nodeString == "") return;
|
||||
|
||||
string[] nodeCoords = nodeString.Split(';');
|
||||
for (int i = 0; i < nodeCoords.Length / 2; i++)
|
||||
{
|
||||
float x = 0.0f, y = 0.0f;
|
||||
|
||||
try
|
||||
{
|
||||
x = float.Parse(nodeCoords[i * 2], CultureInfo.InvariantCulture);
|
||||
}
|
||||
catch { x = 0.0f; }
|
||||
|
||||
try
|
||||
{
|
||||
y = float.Parse(nodeCoords[i * 2 + 1], CultureInfo.InvariantCulture);
|
||||
}
|
||||
catch { y = 0.0f; }
|
||||
|
||||
Nodes.Add(new Vector2(x, y));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public override void FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetOutgoingMessage message)
|
||||
{
|
||||
message.Write(Nodes.Count);
|
||||
for (int i = 0; i < Nodes.Count; i++)
|
||||
{
|
||||
message.Write(Nodes[i].X);
|
||||
message.Write(Nodes[i].Y);
|
||||
}
|
||||
}
|
||||
|
||||
public override void ReadNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetIncomingMessage message)
|
||||
{
|
||||
Nodes.Clear();
|
||||
int nodeCount = message.ReadInt32();
|
||||
for (int i = 0; i < nodeCount; i++)
|
||||
{
|
||||
Nodes.Add(new Vector2(message.ReadFloat(), message.ReadFloat()));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user