v0.13.0.11
This commit is contained in:
@@ -37,7 +37,7 @@ namespace Barotrauma
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public float MinZoom
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{
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get { return minZoom;}
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set { minZoom = MathHelper.Clamp(value, 0.01f, 10.0f); }
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set { minZoom = MathHelper.Clamp(value, 0.001f, 10.0f); }
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}
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private float maxZoom = 2.0f;
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@@ -51,8 +51,6 @@ namespace Barotrauma
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private float zoom;
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private float offsetAmount;
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private Matrix transform, shaderTransform, viewMatrix;
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private Vector2 position;
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private float rotation;
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@@ -67,16 +65,9 @@ namespace Barotrauma
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public float Shake;
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private Vector2 shakePosition;
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private float shakeTimer;
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//the area of the world inside the camera view
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private Rectangle worldView;
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private float globalZoomScale = 1.0f;
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private Point resolution;
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private Vector2 targetPos;
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//used to smooth out the movement when in freecam
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private float targetZoom;
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private Vector2 velocity;
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@@ -89,10 +80,10 @@ namespace Barotrauma
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zoom = MathHelper.Clamp(value, GameMain.DebugDraw ? 0.01f : MinZoom, MaxZoom);
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Vector2 center = WorldViewCenter;
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float newWidth = resolution.X / zoom;
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float newHeight = resolution.Y / zoom;
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float newWidth = Resolution.X / zoom;
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float newHeight = Resolution.Y / zoom;
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worldView = new Rectangle(
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WorldView = new Rectangle(
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(int)(center.X - newWidth / 2.0f),
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(int)(center.Y + newHeight / 2.0f),
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(int)newWidth,
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@@ -122,29 +113,20 @@ namespace Barotrauma
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}
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}
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public float OffsetAmount
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{
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get { return offsetAmount; }
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set { offsetAmount = value; }
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}
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public float OffsetAmount { get; set; }
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public Point Resolution
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{
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get { return resolution; }
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}
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public Point Resolution { get; private set; }
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public Rectangle WorldView
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{
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get { return worldView; }
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}
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//the area of the world inside the camera view
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public Rectangle WorldView { get; private set; }
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public Vector2 WorldViewCenter
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{
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get
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{
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return new Vector2(
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worldView.X + worldView.Width / 2.0f,
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worldView.Y - worldView.Height / 2.0f);
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WorldView.X + WorldView.Width / 2.0f,
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WorldView.Y - WorldView.Height / 2.0f);
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}
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}
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@@ -171,12 +153,13 @@ namespace Barotrauma
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UpdateTransform(false);
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}
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public Vector2 TargetPos
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~Camera()
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{
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get { return targetPos; }
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set { targetPos = value; }
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GameMain.Instance.ResolutionChanged -= CreateMatrices;
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}
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public Vector2 TargetPos { get; set; }
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public Vector2 GetPosition()
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{
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return position;
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@@ -204,21 +187,29 @@ namespace Barotrauma
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public void SetResolution(Point res)
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{
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resolution = res;
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Resolution = res;
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worldView = new Rectangle(0, 0, res.X, res.Y);
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WorldView = new Rectangle(0, 0, res.X, res.Y);
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viewMatrix = Matrix.CreateTranslation(new Vector3(res.X / 2.0f, res.Y / 2.0f, 0));
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globalZoomScale = (float)Math.Pow(new Vector2(GUI.UIWidth, resolution.Y).Length() / GUI.ReferenceResolution.Length(), 2);
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float newGlobalZoomScale = (float)new Vector2(GUI.UIWidth, Resolution.Y).Length() / GUI.ReferenceResolution.Length();
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if (globalZoomScale > 0.0f)
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{
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Zoom *= newGlobalZoomScale / globalZoomScale;
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targetZoom *= newGlobalZoomScale / globalZoomScale;
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prevZoom *= newGlobalZoomScale / globalZoomScale;
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}
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globalZoomScale = newGlobalZoomScale;
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}
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public void UpdateTransform(bool interpolate = true)
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public void UpdateTransform(bool interpolate = true, bool updateListener = true)
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{
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Vector2 interpolatedPosition = interpolate ? Timing.Interpolate(prevPosition, position) : position;
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float interpolatedZoom = interpolate ? Timing.Interpolate(prevZoom, zoom) : zoom;
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worldView.X = (int)(interpolatedPosition.X - worldView.Width / 2.0);
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worldView.Y = (int)(interpolatedPosition.Y + worldView.Height / 2.0);
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WorldView = new Rectangle((int)(interpolatedPosition.X - WorldView.Width / 2.0),
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(int)(interpolatedPosition.Y + WorldView.Height / 2.0),
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WorldView.Width, WorldView.Height);
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transform = Matrix.CreateTranslation(
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new Vector3(-interpolatedPosition.X, interpolatedPosition.Y, 0)) *
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@@ -227,19 +218,22 @@ namespace Barotrauma
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shaderTransform = Matrix.CreateTranslation(
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new Vector3(
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-interpolatedPosition.X - resolution.X / interpolatedZoom / 2.0f,
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-interpolatedPosition.Y - resolution.Y / interpolatedZoom / 2.0f, 0)) *
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-interpolatedPosition.X - Resolution.X / interpolatedZoom / 2.0f,
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-interpolatedPosition.Y - Resolution.Y / interpolatedZoom / 2.0f, 0)) *
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Matrix.CreateScale(new Vector3(interpolatedZoom, interpolatedZoom, 1)) *
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viewMatrix * Matrix.CreateRotationZ(-rotation);
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if (Character.Controlled == null)
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if (updateListener)
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{
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GameMain.SoundManager.ListenerPosition = new Vector3(WorldViewCenter.X, WorldViewCenter.Y, -(100.0f / zoom));
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}
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else
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{
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GameMain.SoundManager.ListenerPosition = new Vector3(Character.Controlled.WorldPosition.X, Character.Controlled.WorldPosition.Y, -(100.0f / zoom));
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if (Character.Controlled == null)
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{
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GameMain.SoundManager.ListenerPosition = new Vector3(WorldViewCenter.X, WorldViewCenter.Y, -(100.0f / zoom));
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}
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else
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{
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GameMain.SoundManager.ListenerPosition = new Vector3(Character.Controlled.WorldPosition.X, Character.Controlled.WorldPosition.Y, -(100.0f / zoom));
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}
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}
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@@ -257,7 +251,7 @@ namespace Barotrauma
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/// </summary>
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public bool Freeze { get; set; }
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public void MoveCamera(float deltaTime, bool allowMove = true, bool allowZoom = true)
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public void MoveCamera(float deltaTime, bool allowMove = true, bool allowZoom = true, bool? followSub = null)
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{
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prevPosition = position;
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prevZoom = zoom;
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@@ -265,7 +259,7 @@ namespace Barotrauma
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float moveSpeed = 20.0f / zoom;
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Vector2 moveCam = Vector2.Zero;
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if (targetPos == Vector2.Zero)
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if (TargetPos == Vector2.Zero)
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{
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Vector2 moveInput = Vector2.Zero;
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if (allowMove && !Freeze)
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@@ -284,7 +278,7 @@ namespace Barotrauma
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velocity = Vector2.Lerp(velocity, moveInput, deltaTime * 10.0f);
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moveCam = velocity * moveSpeed * deltaTime * FreeCamMoveSpeed * 60.0f;
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if (Screen.Selected == GameMain.GameScreen && FollowSub)
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if (Screen.Selected == GameMain.GameScreen && (followSub ?? FollowSub))
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{
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var closestSub = Submarine.FindClosest(WorldViewCenter);
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if (closestSub != null)
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@@ -294,7 +288,7 @@ namespace Barotrauma
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}
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}
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if (allowZoom && GUI.MouseOn == null)
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if (allowZoom)
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{
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Vector2 mouseInWorld = ScreenToWorld(PlayerInput.MousePosition);
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Vector2 diffViewCenter;
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@@ -318,14 +312,15 @@ namespace Barotrauma
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else if (allowMove)
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{
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Vector2 mousePos = PlayerInput.MousePosition;
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Vector2 offset = mousePos - resolution.ToVector2() / 2;
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offset.X = offset.X / (resolution.X * 0.4f);
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offset.Y = -offset.Y / (resolution.Y * 0.3f);
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Vector2 offset = mousePos - Resolution.ToVector2() / 2;
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offset.X = offset.X / (Resolution.X * 0.4f);
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offset.Y = -offset.Y / (Resolution.Y * 0.3f);
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if (offset.LengthSquared() > 1.0f) offset.Normalize();
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offset *= offsetAmount;
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float offsetUnscaledLen = offset.Length();
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offset *= OffsetAmount;
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// Freeze the camera movement by default, when the cursor is on top of an ui element.
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// Setting a positive value to the OffsetAmount, will override this behaviour.
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if (GUI.MouseOn != null && offsetAmount > 0)
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if (GUI.MouseOn != null && OffsetAmount > 0)
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{
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Freeze = true;
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}
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@@ -336,7 +331,7 @@ namespace Barotrauma
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}
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if (Freeze)
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{
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offset = previousOffset;
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if (offset.LengthSquared() > 0.001f) { offset = previousOffset; }
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}
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else
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{
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@@ -344,24 +339,19 @@ namespace Barotrauma
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}
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//how much to zoom out (zoom completely out when offset is 1000)
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float zoomOutAmount = GetZoomAmount(offset);
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//zoom amount when resolution is not taken into account
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float unscaledZoom = MathHelper.Lerp(DefaultZoom, MinZoom, zoomOutAmount);
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//zoom with resolution taken into account (zoom further out on smaller resolutions)
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float scaledZoom = unscaledZoom * globalZoomScale;
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//an ad-hoc way of allowing the players to have roughly the same maximum view distance regardless of the resolution,
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//while still keeping the zoom around 1.0 when not looking further away (because otherwise we'd always be downsampling
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//on lower resolutions, which doesn't look that good)
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float newZoom = MathHelper.Lerp(unscaledZoom, scaledZoom,
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(GameMain.Config == null || GameMain.Config.EnableMouseLook) ? (float)Math.Sqrt(zoomOutAmount) : 0.3f);
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float zoomOutAmount = GetZoomAmount(offset);
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//scaled zoom amount
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float scaledZoom = MathHelper.Lerp(DefaultZoom, MinZoom, zoomOutAmount) * globalZoomScale;
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//zoom in further if zoomOutAmount is low and resolution is lower than reference
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float newZoom = scaledZoom * (MathHelper.Lerp(0.3f * (1f - Math.Min(globalZoomScale, 1f)), 0f,
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(GameMain.Config == null || GameMain.Config.EnableMouseLook) ? (float)Math.Sqrt(offsetUnscaledLen) : 0.3f) + 1f);
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Zoom += (newZoom - zoom) / ZoomSmoothness;
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//force targetzoom to the current zoom value, so the camera stays at the same zoom when switching to freecam
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targetZoom = Zoom;
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Vector2 diff = (targetPos + offset) - position;
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Vector2 diff = (TargetPos + offset) - position;
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moveCam = diff / MoveSmoothness;
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}
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